Was going to come and ask a question but then the new version is out. Still, I doubt what I'm going to ask changed. Is a boiling stone at, say, 16000 Urists (wiki claims magma is 12k and creatures made of fire are 14k) is enough to burn creatures near it?
Anybody have a complete list of all the added tokens or are we just going to have to wait for the wiki?The wiki is made by people testing tokens... it doesn't spontaneously generate data. Go look in the raws and search for new ones, try out things that were bugged before to see if they still are, etc.
Putnam is some kind of raw-seer and you should check his sig. Speaking of which, how many did you miss or get wrong, Putnam?Anybody have a complete list of all the added tokens or are we just going to have to wait for the wiki?The wiki is made by people testing tokens... it doesn't spontaneously generate data. Go look in the raws and search for new ones, try out things that were bugged before to see if they still are, etc.
The wiki is made by people testing tokens... it doesn't spontaneously generate data. Go look in the raws and search for new ones, try out things that were bugged before to see if they still are, etc.There's no need to be snarky, changes like these are typically included in changelogs, or at least documented. I was wondering if perhaps someone had such documentation.
He probably did not predict the [CANNOT_JUMP] tag.
Hey guys, can anyone get the SPEED tag to work? I can't cheat like I used to.It appears that the more complex [GAIT] is now used.
:'(
Anyway, not terribly important, but I'd like to know if it still works.
EDIT: Welp, now that I can't use SPEED, is there an alternative?
Hey guys, can anyone get the SPEED tag to work? I can't cheat like I used to.It appears that the more complex [GAIT] is now used.
:'(
Anyway, not terribly important, but I'd like to know if it still works.
EDIT: Welp, now that I can't use SPEED, is there an alternative?
It appears that the more complex [GAIT] is now used.That's a little odd, since speed used to do other things unrelated to walking, such as determining how quickly you completed jobs...
I'm not sure if it's used the same like other tags, but there's a 'gaits.txt' in raw/objects/notes that talks about speeds. Dunno if it's used like '[GAIT: 900:718:537:313:1900:2900]' or what those individual values mean/refer to/do, but.Check the creature variations, there's an explanation in there.
I'm not sure if it's used the same like other tags, but there's a 'gaits.txt' in raw/objects/notes that talks about speeds. Dunno if it's used like '[GAIT: 900:718:537:313:1900:2900]' or what those individual values mean/refer to/do, but.Check the creature variations, there's an explanation in there.
No problem, now if only I could figure the rest of this out.I'm not sure if it's used the same like other tags, but there's a 'gaits.txt' in raw/objects/notes that talks about speeds. Dunno if it's used like '[GAIT: 900:718:537:313:1900:2900]' or what those individual values mean/refer to/do, but.Check the creature variations, there's an explanation in there.
So there is, and that explains all of that. Awesome, thanks.
Can anyone think of a way to make a creature immortal now? Since pulping was added a swift punch or kick to what was once an immortal creature's chest results in instant death. And jumping into magma or setting the arena temperature to dragonfire seems to melt the creature even though its materials have the following tags. Setting it to absolute zero will also freeze it to death.
[MELTING_POINT:NONE]
[BOILING_POINT:NONE]
[COLDDAM_POINT:NONE]
[IGNITE_POINT:NONE]
It appears that the more complex [GAIT] is now used.That's a little odd, since speed used to do other things unrelated to walking, such as determining how quickly you completed jobs...
2 questions:1.) Some body token stuff too, mainly because things have necks now. Also the attacks have new tokens and are applied through creature variations. AFAIK that's it.
1) Aside from gait and smell/sight data, what is required to port a creature into the new version?
2) What do the smell tokens actually do?
I mean, does the SMELL_TRIGGER determine how good sense of smell is?
Can anyone think of a way to make a creature immortal now? Since pulping was added a swift punch or kick to what was once an immortal creature's chest results in instant death. And jumping into magma or setting the arena temperature to dragonfire seems to melt the creature even though its materials have the following tags. Setting it to absolute zero will also freeze it to death.
[MELTING_POINT:NONE]
[BOILING_POINT:NONE]
[COLDDAM_POINT:NONE]
[IGNITE_POINT:NONE]
Weapon raws have changed, as well as trap components and ammo. Not shields, oddly enough, which you can bash with. Mostly placing new stuff as I find them if I think it's unreported yet.
New sword:Weapon raws have changed, as well as trap components and ammo. Not shields, oddly enough, which you can bash with. Mostly placing new stuff as I find them if I think it's unreported yet.
Changed how? Due to the pulping and added usefulness of blunt weapons, I'll assume?
[ITEM_WEAPON:ITEM_WEAPON_SWORD_SHORT]
[NAME:short sword:short swords]
[SIZE:300]
[SKILL:SWORD]
[TWO_HANDED:37500]
[MINIMUM_SIZE:32500]
[CAN_STONE]
[MATERIAL_SIZE:3]
[ATTACK:EDGE:20000:4000:slash:slashes:NO_SUB:1250]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK:EDGE:50:2000:stab:stabs:NO_SUB:1000]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK:BLUNT:20000:4000:slap:slaps:flat:1250]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK:BLUNT:100:1000:strike:strikes:pommel:1000]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ITEM_WEAPON:ITEM_WEAPON_SWORD_SHORT]
[NAME:short sword:short swords]
[SIZE:300]
[SKILL:SWORD]
[TWO_HANDED:37500]
[MINIMUM_SIZE:32500]
[CAN_STONE]
[MATERIAL_SIZE:3]
[ATTACK:EDGE:20000:4000:slash:slashes:NO_SUB:1250]
[ATTACK:EDGE:50:2000:stab:stabs:NO_SUB:1000]
[ATTACK:BLUNT:20000:4000:slap:slaps:flat:1250]
[ATTACK:BLUNT:100:1000:strike:strikes:pommel:1000]
3:3? Hm. It appears all weapons have the same Attack prepare/recover number currently. This is probably a huge effect on balance at the moment.Whips have 4:4, but yeah.
Can anyone think of a way to make a creature immortal now? Since pulping was added a swift punch or kick to what was once an immortal creature's chest results in instant death. And jumping into magma or setting the arena temperature to dragonfire seems to melt the creature even though its materials have the following tags. Setting it to absolute zero will also freeze it to death.
[MELTING_POINT:NONE]
[BOILING_POINT:NONE]
[COLDDAM_POINT:NONE]
[IGNITE_POINT:NONE]
Did you select all the tissues beforehand? An alternative would be FIXED_TEMP that makes the creature unable to receive any temperature changes.
3:3? Hm. It appears all weapons have the same Attack prepare/recover number currently. This is probably a huge effect on balance at the moment.
Correction: Whips have 4:4. I assume higher is longer preparation, and knives should be something like 2:1 instead of the same as a warhammer's 3:3
[BODY:NECK]
[BP:NECK:upper spine:STP][CON_CAT:NECK][NERVOUS][INTERNAL][SMALL][SKELETON][CONNECTOR][CATEGORY:SPINE]
[DEFAULT_RELSIZE:100]
[PREVENTS_PARENT_COLLAPSE]
I don't recognize how it's connecting in there. Surely it has to do with CON_CAT but I don't recall seeing that tag before. There is a similar thing with throats.[GROWTH:GRAIN]
[GROWTH_NAME:cave wheat grains:cave wheat grains]
[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:GRAIN]
[GROWTH_DENSITY:1000]
[GROWTH_TIMING:60000:119999]
[GROWTH_PRINT:250:250:6:0:0:60000:119999:2]
Are the time units for the [GROWTH_TIMING] token still counted in 1200 ticks per day in fort mode? For example, something likeCode: [Select][GROWTH:GRAIN]
[GROWTH_NAME:cave wheat grains:cave wheat grains]
[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:GRAIN]
[GROWTH_DENSITY:1000]
[GROWTH_TIMING:60000:119999]
[GROWTH_PRINT:250:250:6:0:0:60000:119999:2]
would take somewhere around two to three months to grow? How does this figure into harvesting the crop with the actual grains/fruit/etc. attached?
The standalone NECK is actually the upper spine; it connects to the new actual neck part, which was added so that you could, say, have the head hang off a ragged stump.Ok cool, that makes sense then. Might need to make a new bodypart for wyverns then, since there doesn't seem to be a neck version of HUMANOID_ARMLESS. Or I might just redo them altogether anyway since a lot of creatures seem to be easier to redo than convert.
You want HUMANOID_NECK or QUADRUPED_NECK instead of HUMANOID or QUADRUPED instead.
Are the time units for the [GROWTH_TIMING] token still counted in 1200 ticks per day in fort mode? For example, something likeCode: [Select][GROWTH:GRAIN]
[GROWTH_NAME:cave wheat grains:cave wheat grains]
[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:GRAIN]
[GROWTH_DENSITY:1000]
[GROWTH_TIMING:60000:119999]
[GROWTH_PRINT:250:250:6:0:0:60000:119999:2]
would take somewhere around two to three months to grow? How does this figure into harvesting the crop with the actual grains/fruit/etc. attached?
It used to be 1080 or something ticks to a SEASON for growth. However, when he overhauled it for this version, it would make sense if he standardized it in the process to use the same format of time as everything else in the raws, which would be 1200 a day. And that seems to add up to sensible numbers, whereas the old format doesnt (60,000 would = many years).
I'm more interested in growth_density. Does that affect harvested stack size?
The standalone NECK is actually the upper spine; it connects to the new actual neck part, which was added so that you could, say, have the head hang off a ragged stump.Ok cool, that makes sense then. Might need to make a new bodypart for wyverns then, since there doesn't seem to be a neck version of HUMANOID_ARMLESS. Or I might just redo them altogether anyway since a lot of creatures seem to be easier to redo than convert.
You want HUMANOID_NECK or QUADRUPED_NECK instead of HUMANOID or QUADRUPED instead.
Thanks much.
Curious. As crops, the new crops still need something that specifies how long they take to grow, though. Where is that number?
Plump helmets still have [GROWDUR:300] though. Might be, that those values coexist now.
Also as it turns out, the GROWTH_TIMING isn't the actual time to grow, it's supposed to be in what season the growth appears. For cave wheat grains it might make more sense to leave out the growth timings altogether, like the quarry bush leaves. Though it might be interesting to restrict outdoor wheat to autumn.
[SECRETION:LOCAL_CREATURE_MAT:SWEAT:LIQUID:BY_CATEGORY:ALL:SKIN:EXERTION]
[SECRETION:LOCAL_CREATURE_MAT:TEARS:LIQUID:BY_CATEGORY:EYE:ALL:EXTREME_EMOTION]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Spit]
[CDI:USAGE_HINT:NEGATIVE_SOCIAL_RESPONSE]
[CDI:USAGE_HINT:TORMENT]
[CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
The SITE_VARIABLE_POSITIONS look like they have something to do with the new demonic slade spires, which appear quite often in goblin sites in legends mode.Ahh, not quite. The SITE_VARIABLE_POSITIONS token is found on human and goblins civs and takes the argument ALL. It would seem to me that the SITE_VARIABLE_POSITIONS token gives the goblins and humans randomized local site rulers/?guards?/etc. in the same way that the VARIABLE_POSITIONS token gives them law givers and the like.
I'm looking through the string dump for the new executable, and I'm seeing a tag I can't find used anywhere in the raws - ORIENTATION. It's right in the middle of some other caste-specific tags, so I suppose it's a creature token, but I can't figure out what it's for.Could I get a link to said string dump? That would be really helpful. Also it's probably something to do with how the new facing directions are handled.
The only thing that I can think of that may or may not work is making its flesh metal or stone.
The only thing that I can think of that may or may not work is making its flesh metal or stone.
That doesn't seem to work either.
For now I added a small amount of extra durability by making a new body part with the [UPPERBODY] tag that also has the [SMALL] and [INTERNAL] tags. Still, if it gets hit in the chest hard enough that organ will break all the same and it dies. Don't suppose anyone else has a better idea?Spoiler (click to show/hide)
Try adding this for tissues on the creature:
[TL_HEALING_RATE:____] where you fill in the blank with the largest number you can without the game crashing or without it seeming to wrap around back to zero or whatever in testing. I'd suggest starting with 32,765 (just shy of a long integer's max positive range).
I would be surprised if DF used long ints. I thought every variable was 32 bit integer?IIRC temperature has a maximum value of 65,000 whatever that an unsigned long int would have (from absolute zero to dragonfire at around 50,000 urists, plus a little head room).
I would be surprised if DF used long ints. I thought every variable was 32 bit integer?IIRC temperature has a maximum value of 65,000 whatever that an unsigned long int would have (from absolute zero to dragonfire at around 50,000 urists, plus a little head room).
But if lower numbers of healing are faster, it's a moot point for these purposes.
Did you actually test it though? A body made out of adamantine or whatever = not gonna get pulped in one hit probably, which then gives it time to heal before the next hit. It doesn't have to LITERALLY be 100% invulnerable in order to be for all intents of practical purposes invulnerable in-game.
Fuck yes, that BECOME_A_LEGENDARY_WARRIOR thing is gonna help a lot.Oh yes. So very much.
What determines a creatures size, is it just bodymass?The [BODY:X:Y:Z] token. It's in cmł, so that's the volume.
Fuck yes, that BECOME_A_LEGENDARY_WARRIOR thing is gonna help a lot.Oh yes. So very much.
[INTERACTION:SECRET_WAR]
[I_SOURCE:SECRET]
[IS_NAME:divine martial secrets]
[IS_SPHERE:WAR]
[IS_SECRET_GOAL:BECOME_A_LEGENDARY_WARRIOR]
[IS_SECRET:SUPERNATURAL_LEARNING_POSSIBLE]
[IS_SECRET:MUNDANE_RESEARCH_POSSIBLE]
[IS_SECRET:MUNDANE_TEACHING_POSSIBLE]
[IS_SECRET:MUNDANE_RECORDING_POSSIBLE:objects/text/book_instruction.txt:objects/text/secret_war.txt]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_REQUIRES:CAN_LEARN]
[IT_REQUIRES:CAN_SPEAK]
[IT_FORBIDDEN:SUPERNATURAL]
[IT_FORBIDDEN:NOT_LIVING]
-- optional
[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]
[IE_ARENA_NAME:Legendary Warrior]
[SYN_CLASS:WAR_BLESSING]
[CE_DISPLAY_NAME:NAME:divine warrior:divine warriors:divine warrior:START:0]
[CE_ADD_TAG:NOEXERT:NOPAIN:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_EVERS:NOFEAR:LIKESFIGHTING:TRANCES:START:0]
[CE_PHYS_ATT_CHANGE:STRENGTH:250:0:TOUGHNESS:250:0:AGILITY:250:0:ENDURANCE:250:0:START:0]
[CE_MENT_ATT_CHANGE:FOCUS:250:0:WILLPOWER:200:0:START:0]
BRING_PEACE_TO_THE_WORLDOhhhh yeeeeah.
FALL_IN_LOVE
SEE_THE_GREAT_NATURAL_SITES
!!!item material emissions!!!
OH GOD I TOTALLY FORGOT THAT THIS VERSION HAD THESE
!!!item material emissions!!!Wait it does? How do you go about that?
OH GOD I TOTALLY FORGOT THAT THIS VERSION HAD THESE
[CREATURE:NECROMANCER]
[DESCRIPTION:A human that has devoted their life to avoiding death]
[NAME:necromancer:necromancers:necromancer]
[CASTE_NAME:necromancer:necromancers:necromancer]
[CREATURE_TILE:'N'][COLOR:3:0:0]
[CREATURE_SOLDIER_TILE:154]
[INTELLIGENT]
[CANOPENDOORS]
[BENIGN]
[NOT_LIVING]
[NO_DRINK]
[NO_EAT]
[NO_FEVERS]
[NO_SLEEP]
[NOBREATHE]
[NOEXERT]
[NOFEAR]
[NONAUSEA]
[NOPAIN]
[PERSONALITY:SYMPATHY:0:25:50]
[PERSONALITY:INTELLECTUAL_CURIOSITY:50:80:100]
[PERSONALITY:TRUST:0:10:50]
[PERSONALITY:ALTRUISM:0:10:60]
[PREFSTRING:horrifying experiments]
[BODY:HUMANOID_NECK:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:TONGUE:FACIAL_FEATURES:TEETH:RIBCAGE]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:HEAD_HAIR_TISSUE_LAYERS]
[USE_TISSUE_TEMPLATE:EYEBROW:EYEBROW_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:HEAD:EYEBROW:ABOVE:BY_CATEGORY:EYE]
[USE_TISSUE_TEMPLATE:EYELASH:EYELASH_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:EYELID:EYELASH:FRONT]
[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:FINGER:NAIL:FRONT]
[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[USE_MATERIAL_TEMPLATE:SWEAT:SWEAT_TEMPLATE]
[USE_MATERIAL_TEMPLATE:TEARS:TEARS_TEMPLATE]
[USE_MATERIAL_TEMPLATE:SPIT:SPIT_TEMPLATE]
[SECRETION:LOCAL_CREATURE_MAT:SWEAT:LIQUID:BY_CATEGORY:ALL:SKIN:EXERTION]
[SECRETION:LOCAL_CREATURE_MAT:TEARS:LIQUID:BY_CATEGORY:EYE:ALL:EXTREME_EMOTION]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Spit]
[CDI:USAGE_HINT:NEGATIVE_SOCIAL_RESPONSE]
[CDI:USAGE_HINT:TORMENT]
[CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
[CDI:MATERIAL:LOCAL_CREATURE_MAT:SPIT:LIQUID_GLOB]
[CDI:VERB:spit:spits:NA]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:30]
[BODY_SIZE:0:0:4000]
[BODY_SIZE:1:168:17500]
[BODY_SIZE:12:0:70000]
[BODY_APPEARANCE_MODIFIER:HEIGHT:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
[BODY_APPEARANCE_MODIFIER:BROADNESS:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
[SET_BP_GROUP:BY_CATEGORY:EYE]
[BP_APPEARANCE_MODIFIER:CLOSE_SET:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:DEEP_SET:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:ROUND_VS_NARROW:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:LARGE_IRIS:25:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[SET_BP_GROUP:BY_CATEGORY:LIP]
[BP_APPEARANCE_MODIFIER:THICKNESS:50:70:90:100:110:130:200]
[APP_MOD_NOUN:lips:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:150:190]
[SET_BP_GROUP:BY_CATEGORY:NOSE]
[BP_APPEARANCE_MODIFIER:BROADNESS:25:70:90:100:110:130:200]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[BP_APPEARANCE_MODIFIER:LENGTH:25:70:90:100:110:130:200]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[BP_APPEARANCE_MODIFIER:UPTURNED:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:CONVEX:0:70:90:100:110:130:200]
[APP_MOD_NOUN:nose bridge:SINGULAR]
[SET_BP_GROUP:BY_CATEGORY:EAR]
[BP_APPEARANCE_MODIFIER:SPLAYED_OUT:0:70:90:100:110:130:200]
[APP_MOD_NOUN:ears:PLURAL]
[BP_APPEARANCE_MODIFIER:HANGING_LOBES:0:70:90:100:110:130:200]
[APP_MOD_NOUN:ears:PLURAL]
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_NOUN:ears:PLURAL]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_NOUN:ears:PLURAL]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[SET_BP_GROUP:BY_CATEGORY:TOOTH]
[BP_APPEARANCE_MODIFIER:GAPS:0:70:90:100:110:130:200]
[APP_MOD_NOUN:teeth:PLURAL]
[BP_APPEARANCE_MODIFIER:LENGTH:100:100:100:100:100:100:100]
[APP_MOD_IMPORTANCE:1000]
[APP_MOD_NOUN:teeth:PLURAL]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[SET_BP_GROUP:BY_CATEGORY:SKULL]
[BP_APPEARANCE_MODIFIER:HIGH_CHEEKBONES:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:BROAD_CHIN:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:JUTTING_CHIN:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:SQUARE_CHIN:0:70:90:100:110:130:200]
[SET_BP_GROUP:BY_CATEGORY:THROAT]
[BP_APPEARANCE_MODIFIER:DEEP_VOICE:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:RASPY_VOICE:0:70:90:100:110:130:200]
[SET_BP_GROUP:BY_CATEGORY:HEAD]
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[MAXAGE:60:120]
[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:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:FINGER:NAIL]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:scratch:scratches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:SECOND]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_CANLATCH]
[BABY:1]
[CHILD:12]
[EQUIPS]
[DIURNAL]
[SMELL_TRIGGER:90]
[HOMEOTHERM:10067]
[APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:900:675:450:225:1900:2900]
[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:6561:6115:5683:1755:7456:8567]
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:5341:4723:4112:1254:6433:7900]
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:2990:2257:1525:731:4300:6100]
[SWIMS_LEARNED]
[MANNERISM_FINGERS:finger:fingers]
[MANNERISM_NOSE:nose]
[MANNERISM_EAR:ear]
[MANNERISM_HEAD:head]
[MANNERISM_EYES:eyes]
[MANNERISM_MOUTH:mouth]
[MANNERISM_HAIR:hair]
[MANNERISM_KNUCKLES:knuckles]
[MANNERISM_LIPS:lips]
[MANNERISM_CHEEK:cheek]
[MANNERISM_NAILS:nails]
[MANNERISM_FEET:feet]
[MANNERISM_ARMS:arms]
[MANNERISM_HANDS:hands]
[MANNERISM_TONGUE:tongue]
[MANNERISM_LEG:leg]
[MANNERISM_LAUGH]
[MANNERISM_SMILE]
[MANNERISM_WALK]
[MANNERISM_SIT]
[MANNERISM_BREATH]
[MANNERISM_POSTURE]
[MANNERISM_STRETCH]
[MANNERISM_EYELIDS]
[SPOUSE_CONVERSION_TARGET]
[MUNDANE]
[CASTE:FEMALE]
[FEMALE]
[MULTIPLE_LITTER_RARE]
[CASTE:MALE]
[MALE]
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYELASH]
[TL_COLOR_MODIFIER:AMBER:1:AUBURN:1:BLACK:1:BROWN:1:BUFF:1:BURNT_SIENNA:1:BURNT_UMBER:1:CHARCOAL:1:CHESTNUT:1:CHOCOLATE:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_CHESTNUT:1:DARK_TAN:1:ECRU:1:FLAX:1:GOLD:1:GOLDEN_YELLOW:1:GOLDENROD:1:LIGHT_BROWN:1:MAHOGANY:1:OCHRE:1:PALE_BROWN:1:PALE_CHESTNUT:1:PUMPKIN:1:RAW_UMBER:1:RUSSET:1:SAFFRON:1:SEPIA:1:TAN:1:TAUPE_DARK:1:TAUPE_GRAY:1:TAUPE_MEDIUM:1:TAUPE_PALE:1:TAUPE_SANDY:1]
[TLCM_NOUN:hair:SINGULAR]
[TL_COLOR_MODIFIER:GRAY:1]
[TLCM_NOUN:hair:SINGULAR]
[TLCM_TIMING:ROOT:40:0:70:0]
[TL_COLOR_MODIFIER:WHITE:1]
[TLCM_NOUN:hair:SINGULAR]
[TLCM_TIMING:ROOT:70:0:90:0]
[SET_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:80:90:100:110:120:150]
[APP_MOD_NOUN:eyebrows:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]
[TISSUE_LAYER_APPEARANCE_MODIFIER:DENSE:50:80:90:100:110:120:150]
[APP_MOD_NOUN:eyebrows:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]
[TISSUE_LAYER_APPEARANCE_MODIFIER:HIGH_POSITION:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyebrows:PLURAL]
[SET_TL_GROUP:BY_CATEGORY:HEAD:EYELASH]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:80:90:100:110:120:150]
[APP_MOD_NOUN:eyelashes:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:0:0:0:0:0:0:0]
[APP_MOD_NOUN:hair:SINGULAR]
[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]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[TISSUE_STYLE_UNIT:HAIR:STANDARD_HAIR_SHAPINGS]
[TSU_NOUN:hair:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]
[TISSUE_STYLE_UNIT:BEARD:STANDARD_BEARD_SHAPINGS]
[TSU_NOUN:beard:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]
[TISSUE_STYLE_UNIT:MOUSTACHE:STANDARD_MOUSTACHE_SHAPINGS]
[TSU_NOUN:moustache:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
[TISSUE_STYLE_UNIT:SIDEBURNS:STANDARD_SIDEBURNS_SHAPINGS]
[TSU_NOUN:sideburns:PLURAL]
[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]
[TISSUE_LAYER_APPEARANCE_MODIFIER:WRINKLY:0:0:0:0:0:0:0]
[APP_MOD_RATE:1:YEARLY:0:100:30:0:NO_END]
[APP_MOD_NOUN:skin:SINGULAR]
[APP_MOD_DESC_RANGE:0:0:0:1:25:50]
[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]
[CAN_DO_INTERACTION:RAISE_ZOMBIE]
[CDI:ADV_NAME:Reanimate corpse]
[CDI:INTERACTION:RAISE_ZOMBIE]
[CDI:TARGET:A:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:A:10]
[CDI:VERB:NA:NA:NA]
[CDI:TARGET_VERB:violently convulse:violently convulses]
[CDI:WAIT_PERIOD:10]
[INTERACTION:RAISE_ZOMBIE]
[I_TARGET:A:CORPSE]
[IT_LOCATION:CONTEXT_ITEM]
[IT_AFFECTED_CLASS:GENERAL_POISON]
[IT_REQUIRES:FIT_FOR_ANIMATION]
[IT_FORBIDDEN:NOT_LIVING]
[IT_MANUAL_INPUT:corpses]
[I_EFFECT:ANIMATE]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Animated corpse]
[SYNDROME]
[CE_FLASH_TILE:TILE:165:3:0:0:FREQUENCY:2000:1000:START:0]
[CE_PHYS_ATT_CHANGE:STRENGTH:300:1000:TOUGHNESS:300:1000:START:0]
[CE_SPEED_CHANGE:SPEED_PERC:60:START:0]
[CE_ADD_TAG:NOTHOUGHT:NO_AGING:NOT_LIVING:OPPOSED_TO_LIFE:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:NOEMOTION:PARALYZEIMMUNE:NOFEAR:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:START:0]
[CE_REMOVE_TAG:HAS_BLOOD:TRANCES:LIKES_FIGHTING:MISCHIEVOUS:START:0]
Fun discovery:Trees in water?
[BIOME:ANY_LAKE] and similar tokens WILL allow regular surface trees to now grow exclusively (if you want) in the middle of a lake (and presumably oceans, rivers, etc. Have only tested lakes so far).
edit: actually, weirdly enough, it is only lakes. Oceans will cause a random handful of trees to grow here and there on the beach, but not in the actual ocean. Rivers look like they might allow a few trees at their deltas (hard to tell) but not normally. And pools don't seem to have any trees.
Haven't tested it yet world gen now has [GENERATE_DIVINE_MATERIALS:1]There is another thread dedicated to this. If you got any info besides that, go there. It's still on the front page. Link (http://www.bay12forums.com/smf/index.php?topic=140039.0)
legendary warriorsNO_EVERS should be NO_FEVERS.
OK. So it seems that the necromancers aren't using the interactions....so my question then how do I make it so that they do.It seems to be working now...though 'mangled corpses' don't work.
It appears that the list of goals to use in secrets has been expanded quite a bit. From the string dump: STAY_ALIVE, MAINTAIN_ENTITY_STATUS, START_A_FAMILY, RULE_THE_WORLD, CREATE_A_GREAT_WORK_OF_ART, CRAFT_A_MASTERWORK, BRING_PEACE_TO_THE_WORLD, BECOME_A_LEGENDARY_WARRIOR, MASTER_A_SKILL, FALL_IN_LOVE, SEE_THE_GREAT_NATURAL_SITES, IMMORTALITY. After that follows "Unrecognised Goal Token". The last version had only IMMORTALITY.
New ones I found:You can actually see it in action with Vampires. You can sense anything with GENERAL_POISON through walls.
[SENSE_CREATURE_CLASS:class]
That's good. Allows you to see creatures of a certain class through walls, I'd guess.
Replace all prepare and recover things with 1:1 (perhaps 0:0 works as well).Might still not affect jobs, which I think is what he was getting at.
From my testing so far, it seem that pulping results in the part "collapsing". So if say the lower body of an otherwise brainless, organless, and bloodless creature is beaten on enough it will collapse, resulting in instant death.RIP Giant invulnerable sponges :(
[STANCE_CLIMBER]?I haven't tested it, but I'm 77% sure it lets you climb if you don't have any [GRASP] body parts. BRB, adding it to non-humanoid demons.
I would be surprised if DF used long ints. I thought every variable was 32 bit integer?IIRC temperature has a maximum value of 65,000 whatever that an unsigned long int would have (from absolute zero to dragonfire at around 50,000 urists, plus a little head room).
But if lower numbers of healing are faster, it's a moot point for these purposes.
Did you actually test it though? A body made out of adamantine or whatever = not gonna get pulped in one hit probably, which then gives it time to heal before the next hit. It doesn't have to LITERALLY be 100% invulnerable in order to be for all intents of practical purposes invulnerable in-game.
Whether I have the material for the part with the [UPPERBODY] as adamantine or the material I made that is stronger than adamantine it ultimately gets pulped. This is even with the healing rate set to 1. A strong enough attack will just pulp it. I'm beginning to think that immortality isn't possible anymore or will require some very clever token abuse. I suppose I'll wait and see what mods the community comes up with.
Is there any way to make a body structure that's only used by demons/titans/etc?Far as I know demons and titans and forgotten beasts are all still procedurally generated from hard code in the game itself, not in the raws. You can make fake imitation demons in the raws but they won't be spawned in hell as a part of the demon zerg rush or anything.
What causes a civilization to be hidden, i.e. kobold, is it caves or skulking?Should be skulking. Probably skulking.
Is there any way to make a body structure that's only used by demons/titans/etc?Far as I know demons and titans and forgotten beasts are all still procedurally generated from hard code in the game itself, not in the raws. You can make fake imitation demons in the raws but they won't be spawned in hell as a part of the demon zerg rush or anything.
As far as I am aware they do spawn in hell, but not take part in the zerg rush, which is generated on the spot.Is there any way to make a body structure that's only used by demons/titans/etc?Far as I know demons and titans and forgotten beasts are all still procedurally generated from hard code in the game itself, not in the raws. You can make fake imitation demons in the raws but they won't be spawned in hell as a part of the demon zerg rush or anything.
Actually, user-defined demons do take part in the invasion from hell. At least, that's how it worked in 34.11, when you use reveal demon in dfhack. I've always got my resurrected .40d demons to spawn.
Wait, [DEMON] can be used in user-defined raws now/again?No, but DEPTH:5:5 creatures with flying spawn in the initial wave, and 5:5 without FLYER spawn on the map-edge in the hfs.
Huh. Did not know this.Wait, [DEMON] can be used in user-defined raws now/again?No, but DEPTH:5:5 creatures with flying spawn in the initial wave, and 5:5 without FLYER spawn on the map-edge in the hfs.
[APPLY_CREATURE_VARIATION:STANDARD_FLYING_GAITS:3512:2634:1756:878:4900:6900] 10 kph
make it fly at 10 kph? (I know the number after doesn't make any difference, but it was part of what I'd copied from the rocs walking gaits.
Do the numbers for the different gaits mean the same thing?
For example, will giving a creatureCode: [Select][APPLY_CREATURE_VARIATION:STANDARD_FLYING_GAITS:3512:2634:1756:878:4900:6900] 10 kph
make it fly at 10 kph? (I know the number after doesn't make any difference, but it was part of what I'd copied from the rocs walking gaits.
Isn't there a token, though, that makes them friendly to demons?Wait, [DEMON] can be used in user-defined raws now/again?No, but DEPTH:5:5 creatures with flying spawn in the initial wave, and 5:5 without FLYER spawn on the map-edge in the hfs.
creature_locust's_coldanimals
[OBJECT:CREATURE]
[CREATURE:MAMMOTH]
[DESCRIPTION:A huge, furry mammal, found grazing in frozen grasslands in groups. It eats plants which it lifts up with its long trunk. When angered, it will attack with its long tusks.]
[NAME:mammoth:mammoths:mammoth]
[CASTE_NAME:mammoth:mammoths:mammoth]
[CHILD:10]
[GENERAL_CHILD_NAME:mammoth calf:mammoth calves]
[CREATURE_TILE:'M'][COLOR:7:0:0]
[PETVALUE:500]
[PET]
[GRAZER:100]
[MOUNT_EXOTIC]
[TRAINABLE]
[LARGE_ROAMING]
[BIOME:FOREST_TAIGA]
[BIOME:TUNDRA]
[POPULATION_NUMBER:15:30]
[CLUSTER_NUMBER:3:7]
[BENIGN]
[MEANDERER]
[NATURAL]
[PREFSTRING:wooly]
[BODY:QUADRUPED_NECK:TAIL:2EYES:2EARS:TRUNK:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:MOUTH:TONGUE:2TUSKS:GENERIC_TEETH:RIBCAGE]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[SELECT_TISSUE:HAIR]
[INSULATION:200]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]
[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]
[USE_MATERIAL_TEMPLATE:IVORY:TOOTH_TEMPLATE]
[STATE_NAME:ALL_SOLID:ivory]
[STATE_ADJ:ALL_SOLID:ivory]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[USE_TISSUE_TEMPLATE:IVORY:IVORY_TEMPLATE]
[TISSUE_NAME:ivory:NP]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[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:0:0:500000]
[BODY_SIZE:2:0:2500000]
[BODY_SIZE:5:0:5000000]
[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:50:70]
[ATTACK:KICK:BODYPART:BY_CATEGORY:FOOT_FRONT]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:4:4]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_WITH]
[ATTACK_FLAG_BAD_MULTIATTACK]
[ATTACK:GORE:BODYPART:BY_CATEGORY:TUSK]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:gore:gores]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_WITH]
[DIURNAL]
[HOMEOTHERM:10066]
[APPLY_CREATURE_VARIATION:STANDARD_QUADRUPED_GAITS:1422:1127:831:488:2500:3700]
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:9000:8900:8825:8775:9500:9900]
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:9000:8900:8825:8775:9500:9900]
[SWIMS_INNATE]
[MUNDANE]
[CASTE:FEMALE]
[FEMALE]
[CASTE:MALE]
[MALE]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER:GRAY:1]
[TLCM_NOUN:skin:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:IRIS_EYE_BROWN:1:IRIS_EYE_GOLD:1:IRIS_EYE_YELLOW:1]
[TLCM_NOUN:eyes:PLURAL]
[SELECT_MATERIAL:ALL]
[MULTIPLY_VALUE:5]
[SET_TL_GROUP:BY_CATEGORY:ALL:HAIR]
[TL_COLOR_MODIFIER:BLACK:1]
[TLCM_NOUN:hair:SINGULAR]
INSULATION seems to have been phased out in 0.34.
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[SELECT_TISSUE:HAIR]
[INSULATION:200]
I still see it in many creatures.Yeah it goes AFTER, standard_materials.Code: [Select][BODY_DETAIL_PLAN:STANDARD_TISSUES]
[SELECT_TISSUE:HAIR]
[INSULATION:200]
I forget, but I can assume your syntax in the raw is messing up the creature somehow and I don't know body details at all.
Has there been any changes to the raws indetermining attack and movement speed changes in interactions?
Skulls have been made much bigger now, going from [DEFAULT_RELSIZE:20] in .34.11 to [DEFAULT_RELSIZE:200] in .40.x
It also now has the PREVENTS_PARENT_COLLAPSE token and the CONNECTOR token.
PREVENTS_PARENT_COLLAPSE is interesting to me. It stops the bodypart itself from pulpification?Heads can be pulped if they are targeted. I tested in arena by taking control of a human hammerman with a silver maul. Bash the head hard enough and it can explode into gore. PREVENTS_PARENT_COLLAPSE probably makes it so that parts connected to the part with the tag can be pulped independently of the "parent" part.
In July of 2014, Spehss_ became Chief Medical Dwarf of the Bay 12 Forums.PREVENTS_PARENT_COLLAPSE is interesting to me. It stops the bodypart itself from pulpification?Heads can be pulped if they are targeted. I tested in arena by taking control of a human hammerman with a silver maul. Bash the head hard enough and it can explode into gore. PREVENTS_PARENT_COLLAPSE probably makes it so that parts connected to the part with the tag can be pulped independently of the "parent" part.
So, for example, attacking a creature's eye with a silver maul will pulp the eye, but not the entire head. I know, I tried. Also tried pulping the tongue, nose, and ear. Science concludes that I can wield a huge hammer with surgeon's precision in order to smash someone's eye into paste without harming the rest of the skull.
[BP:HOOF:hoof:hooves][CON_CAT:LEG][STANCE][CATEGORY:HOOF]
[DEFAULT_RELSIZE:120]
Question about bodies (not limited to the new version);Should be a hoof on each leg, but they won't be named IIRC.
Say I give an animal four legs, each with the [CATEGORY:LEG], and then give themCode: [Select][BP:HOOF:hoof:hooves][CON_CAT:LEG][STANCE][CATEGORY:HOOF]
[DEFAULT_RELSIZE:120]
Will they have a hoof on each leg, or will it only be one hoof? Will the game automatically number/name them, or will they all just be listed as 'hoof'?
Aha! Found this tidbit in the deer raws:First number is the "red zone" when sneaking, second is the "yellow zone"
[VISION_ARC:50:310] This is the binocular and non-binocular vision arcs.
Basically, the first number is the vision (I assume in degrees) cone size of the creature one one-eyed, second number when two-eyed.
Uhh... How do I go about creating a unicorn with a steel horn?[TISSUE_LAYER:BY_CATEGORY:HORN:<a tissue made of steel you define>]
Looking at the tissue_template_default, I think that I'll just have to somewhere in the unicorn file specify that the material of the horn is to be steel, and then the tissue_template will grab that value and use it for the tissue?
How would I go about specifying that the horn should be steel?
What I tried so far is to simply change
[USE_MATERIAL_TEMPLATE:HORN:HORN_TEMPLATE]
to
[USE_MATERIAL:HORN:INORGANIC:HORN_UNICORN]
But when I killed and butchered the unicorn in the arena, it had no horn. Any help would be greatly appreciated. :D
In July of 2014, Spehss_ became Chief Medical Dwarf of the Bay 12 Forums.Spoiler (click to show/hide)
Uhh... How do I go about creating a unicorn with a steel horn?[TISSUE_LAYER:BY_CATEGORY:HORN:<a tissue made of steel you define>]
Looking at the tissue_template_default, I think that I'll just have to somewhere in the unicorn file specify that the material of the horn is to be steel, and then the tissue_template will grab that value and use it for the tissue?
How would I go about specifying that the horn should be steel?
What I tried so far is to simply change
[USE_MATERIAL_TEMPLATE:HORN:HORN_TEMPLATE]
to
[USE_MATERIAL:HORN:INORGANIC:HORN_UNICORN]
But when I killed and butchered the unicorn in the arena, it had no horn. Any help would be greatly appreciated. :D
Here's an example tissue:
[TISSUE:BLADE]
[TISSUE_NAME:metal:NP]
[TISSUE_MATERIAL:INORGANIC:STEEL]
[RELATIVE_THICKNESS:1]
[HEALING_RATE:200]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
Honestly, not entirely sure. I'm thinking it'll always still have the name attached though, since it came from that creature.Uhh... How do I go about creating a unicorn with a steel horn?[TISSUE_LAYER:BY_CATEGORY:HORN:<a tissue made of steel you define>]
Looking at the tissue_template_default, I think that I'll just have to somewhere in the unicorn file specify that the material of the horn is to be steel, and then the tissue_template will grab that value and use it for the tissue?
How would I go about specifying that the horn should be steel?
What I tried so far is to simply change
[USE_MATERIAL_TEMPLATE:HORN:HORN_TEMPLATE]
to
[USE_MATERIAL:HORN:INORGANIC:HORN_UNICORN]
But when I killed and butchered the unicorn in the arena, it had no horn. Any help would be greatly appreciated. :D
Here's an example tissue:
[TISSUE:BLADE]
[TISSUE_NAME:metal:NP]
[TISSUE_MATERIAL:INORGANIC:STEEL]
[RELATIVE_THICKNESS:1]
[HEALING_RATE:200]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
Thank you, now it drops (Insert unicorn's name)'s horn steel, which is definitely progress. Is there any way for me to make it drop just "steel"?
Edit:Spoiler: Current relevant raws (click to show/hide)
You can also just use EBO tags (extra butcher objects) to drop whatever you feel like as an extra item upon butchering. An animal can drop a stone ladle if you want, without any connection to tissues.
Honestly, not entirely sure. I'm thinking it'll always still have the name attached though, since it came from that creature.
[USE_MATERIAL_TEMPLATE:THREAD:THREAD_PLANT_TEMPLATE]
[STATE_NAME:ALL_SOLID:cave cotton]
[STATE_ADJ:ALL_SOLID:linen]
[THREAD:LOCAL_PLANT_MAT:THREAD]
[MATERIAL_VALUE:2]
[PREFIX:NONE]
I'm pretty sure [SMALL] on a BP means it won't be dropped.You can also just use EBO tags (extra butcher objects) to drop whatever you feel like as an extra item upon butchering. An animal can drop a stone ladle if you want, without any connection to tissues.
Thanks, didn't know about this. :o This will be really useful, seeing as I'm working on a rather "gamey" mod :DHonestly, not entirely sure. I'm thinking it'll always still have the name attached though, since it came from that creature.
Alright :o Would it be possible to make the unicorn not drop the horn, but still keep it? Then I could add a drop with the EBO tags.
So I did the smart thing and deleted the PREVENTS_PARENT_COLLAPSE tag from the skull in body_rcp.txt, then tested in arena with a bronze colossus and kobold. The whole "crush a dude's eye with a punch without hurting the rest of his face" is due to a quirk of aiming attacks, not the PREVENTS_PARENT_COLLAPSE tag.
So I don't know what that tag does then. It'd be nice if Toady provided official documentation of what each tag in the raws does. Would be a lot of writing though.
I would be surprised if DF used long ints. I thought every variable was 32 bit integer?IIRC temperature has a maximum value of 65,000 whatever that an unsigned long int would have (from absolute zero to dragonfire at around 50,000 urists, plus a little head room).
But if lower numbers of healing are faster, it's a moot point for these purposes.
Did you actually test it though? A body made out of adamantine or whatever = not gonna get pulped in one hit probably, which then gives it time to heal before the next hit. It doesn't have to LITERALLY be 100% invulnerable in order to be for all intents of practical purposes invulnerable in-game.
Whether I have the material for the part with the [UPPERBODY] as adamantine or the material I made that is stronger than adamantine it ultimately gets pulped. This is even with the healing rate set to 1. A strong enough attack will just pulp it. I'm beginning to think that immortality isn't possible anymore or will require some very clever token abuse. I suppose I'll wait and see what mods the community comes up with.
I dug through the string dump list that Xangi was kind enough to provide us with earlier and found this tag [PREVENTS_PARENT_COLLAPSE]. I applied it to just the 'core' body part but that did nothing. Then I applied it to the core and the upper body and it still did nothing. Then I got really frustrated and applied it to every single body part. I think it worked. I have two of these (hopefully)unkillable creatures going at it in the arena for the last five minutes straight and neither has been able to kill the other yet. Usually one of them is dead within a few seconds. I'm going to test it a bit more to see how it works exactly but I think this may be a tag to prevent pulping.
Edit: Just had this creature up against Putnam's God of Destruction from his DBZ mod and it comes out on top every time. I can't seem to get a long test with two of them fighting for more than a few minutes without the game crashing. Could be the result of a flood of hacked off and regenerated body parts all over the place.
Here is a link to the creature in case anyone feels like messing with it.
https://dl.dropboxusercontent.com/u/33114737/Regenerator_DF2014.zip
Alright :o Would it be possible to make the unicorn not drop the horn, but still keep it? Then I could add a drop with the EBO tags.I can't seem to find the [SMALL] tag he mentioned, but try that first.
It's for body parts. You'll need a custom horn.QuoteAlright :o Would it be possible to make the unicorn not drop the horn, but still keep it? Then I could add a drop with the EBO tags.I can't seem to find the [SMALL] tag he mentioned, but try that first.
If it doesn't work, another option might be making the horn material out of gas?
I'm pretty sure [SMALL] on a BP means it won't be dropped.You can also just use EBO tags (extra butcher objects) to drop whatever you feel like as an extra item upon butchering. An animal can drop a stone ladle if you want, without any connection to tissues.
Thanks, didn't know about this. :o This will be really useful, seeing as I'm working on a rather "gamey" mod :DHonestly, not entirely sure. I'm thinking it'll always still have the name attached though, since it came from that creature.
Alright :o Would it be possible to make the unicorn not drop the horn, but still keep it? Then I could add a drop with the EBO tags.
[REACTION:MAKE_DAGGER_FROM_HORN]
[NAME:craft a unicorn horn dagger]
[ADVENTURE_MODE_ENABLED]
[REAGENT:unicorn horn:1:CORPSEPIECE:CREATURE_MAT:UNICORN:HORN]
[REAGENT:knife:1:TOOL:ITEM_TOOL_KNIFE_CARVING:NONE:NONE][PRESERVE_REAGENT]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_DAGGER_LARGE:INORGANIC:STEEL]
[SKILL:BONECARVE][/spoiler]
Spoiler (click to show/hide)
Ok, so what I got out of that is that PREVENTS_PARENT_COLLAPSE when applied to every body part of a creature makes it utterly immune to pulping. If there's a part that isn't immune to pulping, that part can eventually get pulped. Cool.
ITEM_TOOL_KNIFE_CARVING and ITEM_WEAPON_DAGGER are both subtypes, you're missing the actual item tokens. Put "TOOL:" and "WEAPON:" in front of them, respectively.
Try this:Code: [Select][REACTION:MAKE_DAGGER_FROM_HORN]
[NAME:craft a unicorn horn dagger]
[ADVENTURE_MODE_ENABLED]
[REAGENT:unicorn horn:1:CORPSEPIECE:CREATURE_MAT:UNICORN:HORN]
[REAGENT:knife:1:TOOL:ITEM_TOOL_KNIFE_CARVING:NONE:NONE][PRESERVE_REAGENT]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_DAGGER_LARGE:INORGANIC:STEEL]
[SKILL:BONECARVE][/spoiler]
I get confused with all the NONE'sNONE in some cases is basically a wildcard.
Now if only I could get it to bleed but not die from blood loss it would be complete...
[TISSUE:BLOOD]
[TISSUE_NAME:blood:NP]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:BLOOD]
[TISSUE_MAT_STATE:LIQUID]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[HEALING_RATE:1]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:BLOOD] -- this should place the blood under the topmost layer if you use it after the BDP that layers your creature.
Make a fake blood tissue layer and remove the [BLOOD] tag from it. you will get weird combat messages but it will bleed and not die.Isn't the whole point of non-fatal bleeding for the sake of flavorful combat messages?
Do you have to remove eating, sleeping, and drinking to get civilized egg-layers to reproduce successfully?I don't think so, but it would probably help. I guess you could lock them in the nest-box room.
Do you have to remove eating, sleeping, and drinking to get civilized egg-layers to reproduce successfully?I don't think so, but it would probably help. I guess you could lock them in the nest-box room.
Has anyone tested if [IMMOBILE] is still valid?
[CREATURE:SPONGE]
[DESCRIPTION:A tiny sea creature which dwells on the ocean floor, devoid of senses or motion.]
[NAME:sponge:sponges:sponge]
[CASTE_NAME:sponge:sponges:sponge]
[CREATURE_TILE:'s'][COLOR:4:0:1]
[PETVALUE:10]
[FREQUENCY:100]
[AQUATIC][NOBONES] [IMMOBILE] [UNDERSWIM]
[BENIGN][NATURAL]
[NOT_BUTCHERABLE]
[BIOME:ANY_OCEAN]
[BIOME:ANY_LAKE]
[BIOME:ANY_RIVER]
[NO_EAT]
[NO_DRINK]
[NOTHOUGHT]
[NO_THOUGHT_CENTER_FOR_MOVEMENT]
[EXTRAVISION]
[MUNDANE]
[POPULATION_NUMBER:250:500]
[PREFSTRING:squishy texture]
[BODY:BASIC_1PARTBODY_THOUGHT]
[USE_MATERIAL_TEMPLATE:SPONGE:SPONGE_TEMPLATE]
[USE_TISSUE_TEMPLATE:SPONGE:SPONGE_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:ALL:SPONGE]
[HAS_NERVES]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[BODY_SIZE:0:0:50000]
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[MAXAGE:20:30] 2 to 200?
[ALL_ACTIVE]
[NO_SLEEP]
[NO_DIZZINESS]
[SET_TL_GROUP:BY_CATEGORY:ALL:SPONGE]
[TL_COLOR_MODIFIER:RED:1]
[TLCM_NOUN:body:SINGULAR]
yesNow if only I could get it to bleed but not die from blood loss it would be complete...
Make a fake blood tissue layer and remove the [BLOOD] tag from it. you will get weird combat messages but it will bleed and not die.Code: [Select][TISSUE:BLOOD]
[TISSUE_NAME:blood:NP]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:BLOOD]
[TISSUE_MAT_STATE:LIQUID]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[HEALING_RATE:1]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:BLOOD] -- this should place the blood under the topmost layer if you use it after the BDP that layers your creature.
What you did there is what you do for a plant, not for an inorganic. You probably want to use material reaction products.
[INORGANIC:DRAUGHT_OF_REINVIGORATION]
[USE_MATERIAL_TEMPLATE:PLANT_ALCOHOL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen draught of reinvigoration]
[STATE_NAME_ADJ:LIQUID:draught of reinvigoration]
[STATE_NAME_ADJ:GAS:boiling draught of reinvigoration]
[MATERIAL_VALUE:10]
[DISPLAY_COLOR:5:0:0]
[EDIBLE_RAW]
[PREFIX:NONE]
[SYNDROME]
[SYN_NAME:draught of reinvigoration]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_IMMUNE_CREATURE:RATTLESNAKE:ALL]
[SYN_INJECTED]
[CE_ADD_TAG:NO_EAT:NO_DRINK:NO_SLEEP:START:0:END:5]
Yeah, use the plump helmet raw for hints on that, like this:Code: [Select][INORGANIC:DRAUGHT_OF_REINVIGORATION]
[USE_MATERIAL_TEMPLATE:PLANT_ALCOHOL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen draught of reinvigoration]
[STATE_NAME_ADJ:LIQUID:draught of reinvigoration]
[STATE_NAME_ADJ:GAS:boiling draught of reinvigoration]
[MATERIAL_VALUE:10]
[DISPLAY_COLOR:5:0:0]
[EDIBLE_RAW]
[PREFIX:NONE]
[SYNDROME]
[SYN_NAME:draught of reinvigoration]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_IMMUNE_CREATURE:RATTLESNAKE:ALL]
[SYN_INJECTED]
[CE_ADD_TAG:NO_EAT:NO_DRINK:NO_SLEEP:START:0:END:5]
You'll want the reaction to create that as a DRINK item. The rest is fine, except that you want SYN_INGESTED rather than SYN_INJECTED (since it's being drunk). You may not want rattlesnakes to be immune to it, either. Water is a material (http://dwarffortresswiki.org/index.php/DF2014:Material_token).
Hey folks
I'm still using 0.34, but I am looking for a way to add a creature in to my map. I tried spawn-units and it just gave me lines of error code that I didn't understand, I tried force with force megabeasts but that also spat out error codes. Can somebody help me either interpret what the errors mean or find an alternative means of adding dragons/rocs for my zoo without having to wait for them to show up and hope they don't get slaughtered by sieges or merchants before capturing them?
[VARIABLE_POSITIONS:ALL]
[SITE_VARIABLE_POSITIONS:ALL]
update on the dark fortress thing, changing the civ to use detailed caves instead, the game does not crash, so it's definitely got something to do with the new spoilers.It's confirmed now :P Dark forts for civ playable creatures causes crashes. Not to worry though, just bug it and move on, and we'll avoid that for now.
I seem to have read something about goblins building their towers on top of spoiler sites.
** Starting New Outpost **
Stidest Tislamoslan has become a militia commander.
There is nothing to catch in the southern swamps.
Something has collapsed on the surface!
The Jeweler's right lower foreleg takes the full force of the impact, bruising the muscle through the (cotton fiber dress)!
The Jeweler's left lower hindleg takes the full force of the impact, bruising the muscle through the (cotton fiber dress)!
The Jeweler is caught in a cloud of boiling magma!
The Jeweler is caught in a burst of silty clay!
The Jeweler is caught in a cloud of boiling magma!
The Jeweler slams into an obstacle!
The Jeweler's left flank takes the full force of the impact, bruising the muscle through the (cotton fiber cloak)!
The Jeweler's right upper foreleg takes the full force of the impact, bruising the muscle through the (cotton fiber cloak)!
The Jeweler is caught in a burst of sand!
The Jeweler is caught in a burst of silty clay!
The Jeweler is caught in a cloud of boiling magma!
The Jeweler slams into an obstacle!
The Jeweler's throat takes the full force of the impact, bruising the skin through the (cotton fiber cloak)!
The Jeweler's right flank takes the full force of the impact, bruising the muscle through the (cotton fiber cloak)!
The Jeweler is caught in a cloud of boiling magma!
The Jeweler is caught in a burst of silty clay!
The Jeweler is caught in a burst of sand!
The Jeweler is caught in a cloud of boiling magma!
The Jeweler regains consciousness.
The Jeweler is no longer stunned.
The Jeweler stands up.
That's an old bug. Rock/soil dust is referred to by the game as "boiling magma". There is no actual molten rock involved.This is... Kind of wrong, it is actually magma. It can cause burns and kill things. This was a problem with Meph's masterwork mod a long time ago where traders would try and bring a bag full of "magma" (something with a screwed up material ID or whatever) and set the whole map on fire.
1.) That's a moot point until DFHack gets back on its feet. Whether the plugin itself needs to be refurbished... that's up in the air, really. Probably not, but don't quote me on that.1) correct- wait for dfhack. Plugin (well script) will probably not need refurbishing. But i would love to rewrite, both to allow other scripts issue similar jobs AND to allow you order around your companions.
2.) Not in a way you mean, no. Most of the text bits that banter is assembled from are embedded inside Dwarf Fortress.exe and can be screwed with to a limited extent using a certain tool, but you can't alter how the game applies them. You can't modify the quest system, either.
Some minor speech bits can be freely altered, however. Look inside \data\speech.
What do you mean "we'll see"? Are you holding out on some experimental DFHack magic that'd further our ability to fuck with the game?I was experimenting with advmode quest system. If new quest types were added it might be possible to extend it. Also there is almost no info about what is new in structures yet.
What exactly are the martial trances that the TRANCES creature tag enables?It boosts stats and speed. Not sure exactly what it does, I think it increases willpower (pain tolerance), endurance, toughness and agility. Maybe strength too.
What exactly are the martial trances that the TRANCES creature tag enables?It boosts stats and speed. Not sure exactly what it does, I think it increases willpower (pain tolerance), endurance, toughness and agility. Maybe strength too.
Come on, when was the last time you saw a dwarf in a martial trance? It's more of a seasoning that might help tip a hopeless situation towards better every once in a blue moon.
That tag also dictates "industrial trances" - strange moods.
The legends say that when a military dwarf is cornered and outnumbered in battle, they may jerk into state of divine fighting flow that gives them a big bonus to all rolls for a short time.
The exact mechanism? Dimly understood.
Some minor speech bits can be freely altered, however. Look inside \data\speech.
2)we'll see... text files might be saved separately actually...
Is it possible to simply add more lines of text to those speech-files, and then the game automatically selects one at random, when it has to?
I think I had some uncouth on the dark fortress crash, which I'll try to test when I'm home. I believe that SITE_VARIABLE_POSITIONS is required on dark fort entities.
Come on, when was the last time you saw a dwarf in a martial trance? It's more of a seasoning that might help tip a hopeless situation towards better every once in a blue moon.Just want to chip in here... Trances have nothing to do with strange moods, that's decided by the NO EMOTION tag or not. Any intelligent creature that forms civilizations can have a strange mood unless they've no emotions. Trances is just for martial trances, which are usually triggered when outnumbered 3:1. I don't really know the maths behind it, but I've seen a competent soldier take on a legendary goblin lasher (Albeit he died from injuries shortly after) whilst in a trance, so they're pretty bad ass.
That tag also dictates "industrial trances" - strange moods.
I managed to gen a world with human dark fortresses. I added EVIL to the humans. I'll try it now without EVIL.It's when you set the humans as [CIV_PLAYABLE] that it crashes.
EDIT: Without EVIL too. When is the crash supposed to happen?
I think this is wrong. I'm pretty sure the warlock skeletons in masterwork have [NOEMOTION], and no trances, and they still get moodsCome on, when was the last time you saw a dwarf in a martial trance? It's more of a seasoning that might help tip a hopeless situation towards better every once in a blue moon.Just want to chip in here... Trances have nothing to do with strange moods, that's decided by the NO EMOTION tag or not. Any intelligent creature that forms civilizations can have a strange mood unless they've no emotions. Trances is just for martial trances, which are usually triggered when outnumbered 3:1. I don't really know the maths behind it, but I've seen a competent soldier take on a legendary goblin lasher (Albeit he died from injuries shortly after) whilst in a trance, so they're pretty bad ass.
That tag also dictates "industrial trances" - strange moods.
Is this crash on tembark? Because I just embarked as dark fortress evil humans.I managed to gen a world with human dark fortresses. I added EVIL to the humans. I'll try it now without EVIL.It's when you set the humans as [CIV_PLAYABLE] that it crashes.
EDIT: Without EVIL too. When is the crash supposed to happen?
[PERSONALITY:ABSTRACT_INCLINED:0:50:100]
[PERSONALITY:ACTIVITY_LEVEL:0:50:100]
[PERSONALITY:ALTRUISM:0:50:100]
[PERSONALITY:ANGER_PROPENSITY:0:50:100]
[PERSONALITY:ANXIETY_PROPENSITY:0:50:100]
[PERSONALITY:ART_INCLINED:0:50:100]
[PERSONALITY:BASHFUL:0:50:100]
[PERSONALITY:BRAVERY:0:50:100]
[PERSONALITY:CHEER_PROPENSITY:0:50:100]
[PERSONALITY:CURIOUS:0:50:100]
[PERSONALITY:CRUELTY:0:50:100]
[PERSONALITY:DISCORD:0:50:100]
[PERSONALITY:DUTIFULNESS:0:50:100]
[PERSONALITY:EXCITEMENT_SEEKING:0:50:100]
[PERSONALITY:GREED:5:50:100]
[PERSONALITY:HATE_PROPENSITY:0:50:100]
[PERSONALITY:HUMOR:0:50:100]
[PERSONALITY:IMMODESTY:0:50:100]
[PERSONALITY:IMMODERATION:0:50:100]
[PERSONALITY:ORDERLINESS:0:50:50]
[PERSONALITY:PERSEVERENCE:0:50:100]
[PERSONALITY:PRIDE:0:50:100]
[PERSONALITY:SINGLEMINDED:0:50:100]
[PERSONALITY:STRESS_VULNERABILITY:0:50:100]
[PERSONALITY:SWAYED_BY_EMOTIONS:0:50:50]
[PERSONALITY:TOLERANT:100:50:100]
[PERSONALITY:TRUST:0:50:100]
[PERSONALITY:VANITY:0:50:100]
[PERSONALITY:VENGEFUL:0:50:100]
[PERSONALITY:VIOLENT:0:50:100]
Anyone know what the [ATTACK_PREPARE_AND_RECOVER:x:x] tokens in item_weapon.txt does? Pretty sure it determines the speed of a weapon's attack, but I don't know what the numbers measure exactly. I'd think it'd measure the number of ticks it takes for a weapon to start an attack and recover from an attack.I think that's exactly it. The first is how long it takes to perform the attack, and the second how long you have to wait to do any action again.
This list is missing a few of the personality tags mentioned in this post (http://www.bay12forums.com/smf/index.php?topic=100851.msg4648673#msg4648673) by Toady One in the old Future of the Fortress thread. I wonder, is this list incomplete or did Toady remove some of the tags he mentioned before the release?Code: [Select][PERSONALITY:ABSTRACT_INCLINED:0:50:100]
[PERSONALITY:ACTIVITY_LEVEL:0:50:100]
[PERSONALITY:ALTRUISM:0:50:100]
[PERSONALITY:ANGER_PROPENSITY:0:50:100]
[PERSONALITY:ANXIETY_PROPENSITY:0:50:100]
[PERSONALITY:ART_INCLINED:0:50:100]
[PERSONALITY:BASHFUL:0:50:100]
[PERSONALITY:BRAVERY:0:50:100]
[PERSONALITY:CHEER_PROPENSITY:0:50:100]
[PERSONALITY:CURIOUS:0:50:100]
[PERSONALITY:CRUELTY:0:50:100]
[PERSONALITY:DISCORD:0:50:100]
[PERSONALITY:DUTIFULNESS:0:50:100]
[PERSONALITY:EXCITEMENT_SEEKING:0:50:100]
[PERSONALITY:GREED:5:50:100]
[PERSONALITY:HATE_PROPENSITY:0:50:100]
[PERSONALITY:HUMOR:0:50:100]
[PERSONALITY:IMMODESTY:0:50:100]
[PERSONALITY:IMMODERATION:0:50:100]
[PERSONALITY:ORDERLINESS:0:50:50]
[PERSONALITY:PERSEVERENCE:0:50:100]
[PERSONALITY:PRIDE:0:50:100]
[PERSONALITY:SINGLEMINDED:0:50:100]
[PERSONALITY:STRESS_VULNERABILITY:0:50:100]
[PERSONALITY:SWAYED_BY_EMOTIONS:0:50:50]
[PERSONALITY:TOLERANT:100:50:100]
[PERSONALITY:TRUST:0:50:100]
[PERSONALITY:VANITY:0:50:100]
[PERSONALITY:VENGEFUL:0:50:100]
[PERSONALITY:VIOLENT:0:50:100]
Also,The missing ones are probably just calculated at defaults. Finding out whether that default is something like a 0:50:100 range or a fixed 50 is a job for !!SCIENCE!!This list is missing a few of the personality tags mentioned in this post (http://www.bay12forums.com/smf/index.php?topic=100851.msg4648673#msg4648673) by Toady One in the old Future of the Fortress thread. I wonder, is this list incomplete or did Toady remove some of the tags he mentioned before the release?Spoiler: PERSONALITY tags (click to show/hide)
These are the personality tags missing from list:Spoiler (click to show/hide)
The missing ones are probably just calculated at defaults. Finding out whether that default is something like a 0:50:100 range or a fixed 50 is a job for !!SCIENCE!!The default range in all past versions from at least 40d on has always been 0:50:100, and I would assume that it still is. After all, if they were fixed at 50, then humans in the game would have no personality at all. :P
stuffI doubt this has anything to do with it but [DIFFICULTY:10 hasn't been "closed", so it's probably still trying to read it as it goes.
Did some quick testing in the arena of weapon start up and recovery times. I think the numbers in [ATTACK_PREPARE_AND_RECOVER:NUMBER:NUMBER] measure the number of ticks in adventure mode units. While viewing battles in fort mode, having changed mauls to take 6 ticks to attack and recover rather than 3, it definitely doesn't take 6 presses of . to see a hammerman attack with the maul before attacking again.Isn't fort time kind of weird anyway?
Isn't fort time kind of weird anyway?
stuffI doubt this has anything to do with it but [DIFFICULTY:10 hasn't been "closed", so it's probably still trying to read it as it goes.
I think the spit melts stuff because of the lines at the end, which makes the creature fireproof (and, I think, raise the heat of all its materials)
Could you remove the wings and add [FLIER] to the creature and tell me what happens? I'm at work and thus can't test it.
Isn't fort time kind of weird anyway?
Did some quick testing in the arena of weapon start up and recovery times. I think the numbers in [ATTACK_PREPARE_AND_RECOVER:NUMBER:NUMBER] measure the number of ticks in adventure mode units. While viewing battles in fort mode, having changed mauls to take 6 ticks to attack and recover rather than 3, it definitely doesn't take 6 presses of . to see a hammerman attack with the maul before attacking again.Isn't 1 Fort click worth 72 Adventure clicks? I doubt that the conversion is that simple because then every attack would take 1 fort tick, but it'd be simple to test with attack and recovery times in multiples of 72.
That tag also dictates "industrial trances" - strange moods.
For the record, yes, it seems all attacks viewed in fort mode take 1 tick.Did some quick testing in the arena of weapon start up and recovery times. I think the numbers in [ATTACK_PREPARE_AND_RECOVER:NUMBER:NUMBER] measure the number of ticks in adventure mode units. While viewing battles in fort mode, having changed mauls to take 6 ticks to attack and recover rather than 3, it definitely doesn't take 6 presses of . to see a hammerman attack with the maul before attacking again.Isn't 1 Fort click worth 72 Adventure clicks? I doubt that the conversion is that simple because then every attack would take 1 fort tick, but it'd be simple to test with attack and recovery times in multiples of 72.
So that '3' number in prepare:recover translates into 1 dwarf mode tick?From what Spehss_ is saying, it's more like 1/24th of a fort tick, but gets rounded up to one.
That's probably it.stuffI doubt this has anything to do with it but [DIFFICULTY:10 hasn't been "closed", so it's probably still trying to read it as it goes.
I think the spit melts stuff because of the lines at the end, which makes the creature fireproof (and, I think, raise the heat of all its materials)
Could you remove the wings and add [FLIER] to the creature and tell me what happens? I'm at work and thus can't test it.
DF didn't complain about the un-closed token (and the error log reflects that) but that has been fixed.
Removed the wings but kept the [FLIER] and flying gaits related tokens and I still got the flight speed related controls (even while still on the ground) in the sneak menu. The same thing also happens with the standard bird people (tested w/ raven man and eagle man) as well. I'm assuming this is a bug.
So that '3' number in prepare:recover translates into 1 dwarf mode tick?No, changing two handed weapons like the maul to have twice the time, by changing 3:3 to 6:6, results in attacks still taking 1 tick to process in fort time.
How much a tick in time is worth against the yearly dwarven calendar depends on the game mode, as time in fortress mode is much more heavily accelerated than it is in adventurer mode. Fortress mode counts 1200 ticks per day and 403200 per year, while adventurer mode counts 86400 ticks to a day and therefore 29030400 ticks per year. According to these rates, each tick is equivalent to a real-world second in adventurer mode, but 1.2 minutes in fortress mode, making adventurers 72 times faster than your dwarves tick-for-tick. This is intended behavior, as the pacing in fortress mode is much, much faster than when adventuring.
Removed the wings but kept the [FLIER] and flying gaits related tokens and I still got the flight speed related controls (even while still on the ground) in the sneak menu. The same thing also happens with the standard bird people (tested w/ raven man and eagle man) as well. I'm assuming this is a bug.
So that '3' number in prepare:recover translates into 1 dwarf mode tick?No, changing two handed weapons like the maul to have twice the time, by changing 3:3 to 6:6, results in attacks still taking 1 tick to process in fort time.I swear I remember reading somewhere about the exact measurements of fort time in comparison to adventure time (heh). Can't remember the specifics but I think it was brought up during a discussion about weaponizing werebeasts and lunar cycles in fort mode.Quote from: from wikiHow much a tick in time is worth against the yearly dwarven calendar depends on the game mode, as time in fortress mode is much more heavily accelerated than it is in adventurer mode. Fortress mode counts 1200 ticks per day and 403200 per year, while adventurer mode counts 86400 ticks to a day and therefore 29030400 ticks per year. According to these rates, each tick is equivalent to a real-world second in adventurer mode, but 1.2 minutes in fortress mode, making adventurers 72 times faster than your dwarves tick-for-tick. This is intended behavior, as the pacing in fortress mode is much, much faster than when adventuring.
So, if the tag is based around adventurer time, a typical weapon like a warhammer would take 3 seconds irl to attack and recover, and in adventure mode it'd take 3 ticks each, while in fort mode all attacks would be completed in a tick. Either way, what matters is probably which weapon is faster. If an attacker has a sword that takes 3 units of time to attack and 3 to recover, while the defender has a huge axe that takes 6 units to attack and recover, the sword has more potential to inflict damage or interrupt the opponent's attack.
This is all hypothetical, since I haven't tested this extensively outside of "fort mode all weapons attack in one tick."
Not if the faster weapon can get its strike in first, potentially disrupting the slower heavier attack. Then a thief with a 2:2 dirk could make mincemeat of a hammerdwarf before he could land a single blow.So that '3' number in prepare:recover translates into 1 dwarf mode tick?No, changing two handed weapons like the maul to have twice the time, by changing 3:3 to 6:6, results in attacks still taking 1 tick to process in fort time.I swear I remember reading somewhere about the exact measurements of fort time in comparison to adventure time (heh). Can't remember the specifics but I think it was brought up during a discussion about weaponizing werebeasts and lunar cycles in fort mode.Quote from: from wikiHow much a tick in time is worth against the yearly dwarven calendar depends on the game mode, as time in fortress mode is much more heavily accelerated than it is in adventurer mode. Fortress mode counts 1200 ticks per day and 403200 per year, while adventurer mode counts 86400 ticks to a day and therefore 29030400 ticks per year. According to these rates, each tick is equivalent to a real-world second in adventurer mode, but 1.2 minutes in fortress mode, making adventurers 72 times faster than your dwarves tick-for-tick. This is intended behavior, as the pacing in fortress mode is much, much faster than when adventuring.
So, if the tag is based around adventurer time, a typical weapon like a warhammer would take 3 seconds irl to attack and recover, and in adventure mode it'd take 3 ticks each, while in fort mode all attacks would be completed in a tick. Either way, what matters is probably which weapon is faster. If an attacker has a sword that takes 3 units of time to attack and 3 to recover, while the defender has a huge axe that takes 6 units to attack and recover, the sword has more potential to inflict damage or interrupt the opponent's attack.
This is all hypothetical, since I haven't tested this extensively outside of "fort mode all weapons attack in one tick."
So this means weapon mods balanced for adventure mode will make slower weapons extremely overpowered in fortress mode, assuming they are given better velocity multipliers etc. to compensate for the lack of speed? Crap :(
Removed the wings but kept the [FLIER] and flying gaits related tokens and I still got the flight speed related controls (even while still on the ground) in the sneak menu. The same thing also happens with the standard bird people (tested w/ raven man and eagle man) as well. I'm assuming this is a bug.
It is not a bug. Note that most birds have 1kph gaits for walking; they're intended to be flying all the time or crippled in speed when their wings are gone.
At 150fps, with two healthy and willingly murderous dwarves at each others' throats, the attacks are made several seconds apart.
The result:Your result image was broken. fixed it.Spoiler (click to show/hide)
The result:Your result image was broken. fixed it.Spoiler (click to show/hide)
So the faster creature got more attack opportunities than the slower creature? Cool. This gives weapon balancing so much more potential.
LOVE_PROPENSITY
HATE_PROPENSITY
ENVY_PROPENSITY
CHEER_PROPENSITY
DEPRESSION_PROPENSITY
ANGER_PROPENSITY
ANXIETY_PROPENSITY
LUST_PROPENSITY
STRESS_VULNERABILITY
GREED
IMMODERATION
VIOLENT
PERSEVERENCE
WASTEFULNESS
DISCORD
FRIENDLINESS
POLITENESS
DISDAIN_ADVICE
BRAVERY
CONFIDENCE
VANITY
AMBITION
GRATITUDE
IMMODESTY
HUMOR
VENGEFUL
PRIDE
CRUELTY
SINGLEMINDED
HOPEFUL
CURIOUS
BASHFUL
PRIVACY
PERFECTIONIST
CLOSEMINDED
TOLERANT
EMOTIONALLY_OBSESSIVE
SWAYED_BY_EMOTIONS
ALTRUISM
DUTIFULNESS
THOUGHTLESSNESS
ORDERLINESS
TRUST
GREGARIOUSNESS
ASSERTIVENESS
ACTIVITY_LEVEL
EXCITEMENT_SEEKING
IMAGINATION
ABSTRACT_INCLINED
ART_INCLINED
I can't seem to find a way to screw with the reload times of ranged weapons. :(
Try modifying ammo [ATTACK_PREPARE_AND_RECOVER] token.I can't seem to find a way to screw with the reload times of ranged weapons. :(
Sadly, it seems Toady didn't add any tokens for ranged weapons :/ A temporary solution would have been neat, but I guess he'd prefer adding a more or less permanent solution when he feels it's time to update ranged combat.
Edit: My eternally flaming balrog was easily ripped to pieces by a small, wolf-life creature. What did I do wrong? :(Spoiler (click to show/hide)
Edit: My eternally flaming balrog was easily ripped to pieces by a small, wolf-life creature. What did I do wrong? :(Spoiler (click to show/hide)
For one thing, you've got [TISSUE_LAYER:BY_CATEGORY:ALL:BRONZE] when I think you want it to be ROCK_FLAMING. That might cause errors with setting the creature to be made of the right material, so instead the game makes it out of a placeholder material that's extremely fragile.
Check errorlog.txt in the dwarf fortress file and see if there's any specific errors with the balrog. It's in the same folder as the .exe for DF.
Smelling and odors, has anyone done any research about these? What is the standard value for odor? I want my beasties to be able to smell their way to any adventurers.
Can creature variations be applied at the caste-specific level?yes as long as the tags the CV is adding is caste level, because if it's creature level well then it adds it there (like materials, and tissues)
Is anything changed in reaction raws
I'm planning on re-learning how to mod:There's also the item reaction products.
Is anything changed in reaction raws
and other than the new weapon attack/recovery tags, is anything new in item/shield/weapon/etc raws?
[ITEM_REACTION_PRODUCT:BAG_ITEM:PLANT_GROWTH:LEAVES:LOCAL_PLANT_MAT:STRUCTURAL]
[REACTION:PROCESS_PLANT_TO_BAG]
[NAME:process plant to bag]
[BUILDING:FARMER:CUSTOM_B]
[REAGENT:plant:1:PLANT:NONE:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:BAG_ITEM]
[UNROTTEN]
[REAGENT:bag:1:BOX:NONE:NONE:NONE]
[EMPTY]
[BAG]
[PRESERVE_REAGENT]
[PRODUCT:100:5:GET_ITEM_DATA_FROM_REAGENT:plant:BAG_ITEM]
[PRODUCT_TO_CONTAINER:bag]
[SKILL:PROCESSPLANTS]
[SPOUSE_CONVERTER]
[ORIENTATION:MALE:1:0:0]
[ORIENTATION:FEMALE:0:0:1]
[CONVERTED_SPOUSE]
[ORIENTATION:MALE:0:0:1]
[ORIENTATION:FEMALE:1:0:0]
[REACTION:ENCRUST]
[NAME:encrust a weapon with gems]
[BUILDING:CRAFTSMAN:CUSTOM_SHIFT_D]
[REAGENT:gem:1:SMALLGEM:NONE:NONE:NONE]
[REAGENT:weapon:1:WEAPON:NONE:NONE:NONE]
[PRESERVE_REAGENT]
[IMPROVEMENT:100:weapon:COVERED:GET_MATERIAL_FROM_REAGENT:gem:NONE]
[SKILL:ENCRUSTGEM]
How do item reaction products and material reaction products differ?
[PRODUCT:100:2:GET_ITEM_DATA_FROM_REAGENT:raw material:TOURIST_TRASH]
...which would put out whatever item of whatever material the main reagent's ITEM_REACTION_PRODUCT:TOURIST_TRASH token said in the material definition. Gold turns into rings, cloth into dolls, wood into puzzleboxes, beeswax into figurines, tin into bronze mini-forges...
I'd like to avoid creating separate reactions for helms, gloves, feet etc. Is it possible create a single reaction that can take any armour piece and apply an improvement to it?
It appears that the more complex [GAIT] is now used.That's a little odd, since speed used to do other things unrelated to walking, such as determining how quickly you completed jobs...
It appears that the more complex [GAIT] is now used.That's a little odd, since speed used to do other things unrelated to walking, such as determining how quickly you completed jobs...
That was one of Toady's stated goals, wasn't it? To separate movement and action speed?
[REACTION:BASE_METAL]
[NAME:base metal]
[BUILDING:NONE:NONE]
[PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:SILVER][PRODUCT_DIMENSION:150]
[PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:TIN][PRODUCT_DIMENSION:150]
[PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:COPPER][PRODUCT_DIMENSION:150]
[PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:GOLD][PRODUCT_DIMENSION:150]
[PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:IRON][PRODUCT_DIMENSION:150]
*** Error(s) finalizing the reaction BASE_METAL
BASE_METAL: Unrecognized Building Token: NONE
Hmm...If you want to prevent it from being used in fort mode, create a custom workshop that all entities can build, but make sure that workshop is more or less impossible to build (requires a slade sock or something).
I'm sure you want it to not be cheaty and have it assigned to a workshop...
I have no idea.
Forgive me if this has been asked already, but is it possible to modify the dialogue options, or change the things people say? Like, could I change the default greeting text to "Ahoy thar matey!"?
Was hoping to avoid that. The other option is to add it to a workshop, but have an impossible reagent.Hmm...If you want to prevent it from being used in fort mode, create a custom workshop that all entities can build, but make sure that workshop is more or less impossible to build (requires a slade sock or something).
I'm sure you want it to not be cheaty and have it assigned to a workshop...
I have no idea.
Was hoping to avoid that. The other option is to add it to a workshop, but have an impossible reagent.Hmm...If you want to prevent it from being used in fort mode, create a custom workshop that all entities can build, but make sure that workshop is more or less impossible to build (requires a slade sock or something).
I'm sure you want it to not be cheaty and have it assigned to a workshop...
I have no idea.
Cheers.
Much better than my idea. Hopefully that still works.Was hoping to avoid that. The other option is to add it to a workshop, but have an impossible reagent.Hmm...If you want to prevent it from being used in fort mode, create a custom workshop that all entities can build, but make sure that workshop is more or less impossible to build (requires a slade sock or something).
I'm sure you want it to not be cheaty and have it assigned to a workshop...
I have no idea.
Cheers.
In the previous version you could assign it to a building and then just not give the entity the PERMITTED_BUILDING, and they would still have the metals. You could try that.
Looks like kobold cave is a bust without switching them to live births. Oh well, they're a bit boring anyway.Was looking up some stuff to mod my own flavor of Kobold Camp while thinking of that exact topic. Yeah, it looks like egg laying civs aren't a walk in the park. As much as I like the idea of monotreme kobolds, they're going to have to go mainstream mammal for now.
Ok, So I'm wanting to make an creature that is structurally weak, but explodes into a chemical spray that disintegrates most materials to discourage attacks.I don't think you can do the material damage part. You can do damage to creatures though. Just give them an item corpse that's an evaporating boulder with a syndrome.
I have an idea for how I want it's body set up, but how do I go about creating the chemical explodiness upon being damage?
Or just create workshop and do not give access for entity to it? Just access to reaction..
Ok, So I'm wanting to make an creature that is structurally weak, but explodes into a chemical spray that disintegrates most materials to discourage attacks.I don't think you can do the material damage part. You can do damage to creatures though. Just give them an item corpse that's an evaporating boulder with a syndrome.
I have an idea for how I want it's body set up, but how do I go about creating the chemical explodiness upon being damage?
Ok, So I'm wanting to make an creature that is structurally weak, but explodes into a chemical spray that disintegrates most materials to discourage attacks.Take a look at the iron man's raws for how to get gas under tissue. Make the gas have some kind of awful syndrome and make it insanely super hot to melt anything it touches.
I have an idea for how I want it's body set up, but how do I go about creating the chemical explodiness upon being damage?
Yes... Yes you can >.> Just make the chemicals freezing and they'll damage materials, as well as cause harm..Ok, So I'm wanting to make an creature that is structurally weak, but explodes into a chemical spray that disintegrates most materials to discourage attacks.I don't think you can do the material damage part. You can do damage to creatures though. Just give them an item corpse that's an evaporating boulder with a syndrome.
I have an idea for how I want it's body set up, but how do I go about creating the chemical explodiness upon being damage?
[CREATURE:BALROG]
[DESCRIPTION:An ancient beast made out of flame and shadow.]
[NAME:balrog:balrog:balrog]
[CASTE_NAME:balrog:balrog:balrog]
[CREATURE_TILE:'C'][COLOR:6:0:0]
[CREATURE_CLASS:FLAMING]
[MEGABEAST][DIFFICULTY:15] 11 or higher does not get assigned as adv mode quests
[ATTACK_TRIGGER:80:10000:100000]
[FANCIFUL]
[NOPAIN][EXTRAVISION][NOBREATHE][NOSTUN][NONAUSEA][NOEMOTION]
[NOTHOUGHT][NOEXERT]
[NO_DIZZINESS]
[NO_FEVERS]
[BUILDINGDESTROYER:2]
[LARGE_PREDATOR]
[NO_DRINK][NO_EAT][NO_SLEEP]
[SPHERE:FIRE]
[SPHERE:DARKNESS]
[NOT_LIVING]
[CANOPENDOORS]
[NOT_BUTCHERABLE]
[BIOME:ANY_LAND]
[EQUIPS]
[NOFEAR]
[PREFSTRING:height]
[NOBONES]
[LIGHT_GEN]
[IMMOLATE]
[FIREIMMUNE]
[FIREIMMUNE_SUPER]
[ODOR_LEVEL:500]
[ODOR_STRING:smoke]
[SMELL_TRIGGER:10000] cannot smell
[BODY:HUMANOID_NECK:2WINGS:2EYES:2EARS:NOSE:HUMANOID_JOINTS:5FINGERS:5TOES]
[NO_THOUGHT_CENTER_FOR_MOVEMENT]
[TISSUE:ROCK_FLAMING]
[TISSUE_NAME:flaming rock tissue:flaming rock tissue]
[TISSUE_MATERIAL:INORGANIC:ROCK_FLAMING]
[TISSUE_MAT_STATE:SOLID]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE:SKIN_FLAMING]
[TISSUE_NAME:flaming rock skin:flaming rock skin]
[TISSUE_MATERIAL:INORGANIC:ROCK_FLAMING]
[TISSUE_MAT_STATE:SOLID]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE:FLAMES]
[TISSUE_NAME:flame:flame]
[TISSUE_MATERIAL:INORGANIC:FLAME_ETERNAL]
[TISSUE_MAT_STATE:GAS]
[RELATIVE_THICKNESS:3]
[TISSUE_LEAKS]
[TISSUE_SHAPE:LAYER]
[TISSUE:FLAMES_LIQUID]
[TISSUE_NAME:flame:flame]
[TISSUE_MATERIAL:INORGANIC:FLAME_ETERNAL]
[TISSUE_MAT_STATE:LIQUID]
[RELATIVE_THICKNESS:3]
[TISSUE_LEAKS]
[TISSUE_SHAPE:LAYER]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[USE_TISSUE:SKIN:SKIN_FLAMING]
[USE_TISSUE:FAT:ROCK_FLAMING]
[USE_TISSUE:MUSCLE:ROCK_FLAMING]
[USE_TISSUE:BONE:ROCK_FLAMING]
[USE_TISSUE:CARTILAGE:ROCK_FLAMING]
[USE_TISSUE_TEMPLATE:EYE:EYE_TEMPLATE]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[BLOOD:INORGANIC:BLOOD_FLAMING:LIQUID]
[SELECT_TISSUE:SKIN]
[PLUS_TISSUE_LAYER:FAT]
[PLUS_TISSUE_LAYER:MUSCLE]
[PLUS_TISSUE_LAYER:BONE]
[PLUS_TISSUE_LAYER:CARTILAGE]
[SET_LAYER_TISSUE:ROCK_FLAMING]
[TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:FLAMES]
(TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:FLAMES_LIQUID)
[BODY_SIZE:0:0:20000000]
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[ATTACK: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]
[DIURNAL]
[HOMEOTHERM:9905]
[LAIR:SIMPLE_BURROW:100]
[APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:900:657:438:219:1900:2900] 40 kph
[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
[SWIMS_LEARNED]
I assume you can't pulp it because it's made out of stone.
I'm watching iron men and amethyst men kick each others' asses in the arena, and more often than not it ends with the other's upper body collapsing. "Pulping" works fine, but you won't see anything explode into gore.
Toady said I believe that lots of accumulated wounds = pulping. So you need something to wound? Vascular bleeding would be something that can accumulate.
Having nerves or ligaments probably would make it pulpable too, if adding vascular does.
Don't have much experience with the new Arena, but the 0.34 arena was not exactly diligent about checking temperatures. Boil-away stones would just sit on the ground and taunt you.Toady said I believe that lots of accumulated wounds = pulping. So you need something to wound? Vascular bleeding would be something that can accumulate.
Having nerves or ligaments probably would make it pulpable too, if adding vascular does.
That does make sense. Thanks :O
On an unrelated note, why won't my pools of blood evaporate? If the MAT_FIXED_TEMP of a material is higher than the BOILING_POINT, it should evaporate, shouldn't it?
1. How would I change an obsidian sword to have properties similar to a Maquahuitl?
2. Can items require multiple materials to make?
I won't be able to fully understand pulping until DFHack 0.40.xx is available, but here is some info:
Mostly cut away from the rest of the torso!
- In the .exe file, but not yet observed in game (by me at least)
1. How would I change an obsidian sword to have properties similar to a Maquahuitl?
2. Can items require multiple materials to make?
[INORGANIC:OBSIDIAN]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[MELTING_POINT:13600]
[BOILING_POINT:16000]
[STATE_NAME_ADJ:ALL_SOLID:obsidian][DISPLAY_COLOR:0:7:1][TILE:177][LAVA]
[MAX_EDGE:20000]
[IGNEOUS_EXTRUSIVE]
[MATERIAL_VALUE:3]
[SHEAR_YIELD:33000]
[SHEAR_FRACTURE:33000]
[SHEAR_STRAIN_AT_YIELD:113]
[IS_STONE]
[SOLID_DENSITY:2650]
MELTING_POINT:11818 <-- I think this is from the data collected by the contributors above and is more accurate than the numbers we're using, but we're using a high melting point until environmental lava effects are further along.
Anyone know how to globally turn off [flier] short of edditing all raws and on a side note if I do edit all raws, can I renable em without new world.
I have a question: Does the [NOFEAR] and/or [LIKES_FIGHTING] tokens negate the need for discipline? I hear that having discipline or [NATURAL_SKILL:DISCIPLINE:??] keeps creatures from running in fear from fights.
I have a question: Does the [NOFEAR] and/or [LIKES_FIGHTING] tokens negate the need for discipline? I hear that having discipline or [NATURAL_SKILL:DISCIPLINE:??] keeps creatures from running in fear from fights.
The [POWER] tag no longer seems to work, presumably because the new spire-vault system now handles demon takeovers. Anyone know if there's still a way of creating custom civ-dominating monsters?That's odd. My dark masters definitely have taken over civs, though it admittedly seems to happen less often (and they're night creatures rather than megabeasts, but surely that doesn't affect things?). You may have fewer civs that can be taken over now, perhaps?
It seems DF accepts entries in the VALUE field of over 50. I accidentally added an extra 0 to an entry (from 35 to 350) and suddenly every single one of the starting 7 really really REAALLY wanted a family. I didn't see a single fortress member that didn't have the dream of having a family in their personality before I spotted the error.
It seems DF accepts entries in the VALUE field of over 50. I accidentally added an extra 0 to an entry (from 35 to 350) and suddenly every single one of the starting 7 really really REAALLY wanted a family. I didn't see a single fortress member that didn't have the dream of having a family in their personality before I spotted the error.Did that affect the speed of dwarf marriage?
How well will creatures I made in the last version transfer to 40.xx? Do I need to adjust a few tags or rework them entirely?
Say I want to change dragons to have scale as tough as iron. I've defined a material for it named SCALE_TEMPLATE_IRON. Would I just change the tag [USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE] to [USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE_IRON]?
I assume I'll have to make similar changes to tissues as well.
Say I want to change dragons to have scale as tough as iron. I've defined a material for it named SCALE_TEMPLATE_IRON. Would I just change the tag [USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE] to [USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE_IRON]?
I assume I'll have to make similar changes to tissues as well.
I figure someone must be way ahead of me in testing this - Do the new dreams actually work as SECRET_GOALs? I don't expect them to do so given what Toady said about them, and so far, that expectation seems to be true. They don't throw up an error log, but people also don't pursue them in world gen, it looks like.
I figure someone must be way ahead of me in testing this - Do the new dreams actually work as SECRET_GOALs? I don't expect them to do so given what Toady said about them, and so far, that expectation seems to be true. They don't throw up an error log, but people also don't pursue them in world gen, it looks like.
Yes, they do. (http://dwarffortresswiki.org/index.php/DF2014:Interaction_token)
So... That are raws for metals like titanium, uranium, mercury, etc? Want add few of them even if they are useless for dwarves, for now...
Also I need ideas for better titles for dwarves. Ideas, not pointing to entity file which is for me just useless lump of text without ideas. Duke and such aren't much dwarven titles, but can't find anything alternative, clean and simple...
[INORGANIC:TITANIUM]
[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE
[STATE_NAME_ADJ:ALL_SOLID:titanium]
[STATE_NAME_ADJ:LIQUID:molten titanium]
[STATE_NAME_ADJ:GAS:boiling titanium]
[DISPLAY_COLOR:0:7:1]
[BUILD_COLOR:0:7:1]
[MATERIAL_VALUE:15]
[SPEC_HEAT:520]
[MELTING_POINT:13002]
[BOILING_POINT:15917]
[SOLID_DENSITY:4507]
[LIQUID_DENSITY:4110]
[MOLAR_MASS:47900]
[IMPACT_YIELD:770000]
[IMPACT_FRACTURE:1540000]
[IMPACT_STRAIN_AT_YIELD:493]
[COMPRESSIVE_YIELD:770000]
[COMPRESSIVE_FRACTURE:1540000]
[COMPRESSIVE_STRAIN_AT_YIELD:493] bulk modulus 110 GPa
[TENSILE_YIELD:220000]
[TENSILE_FRACTURE:440000]
[TENSILE_STRAIN_AT_YIELD:132] young's modulus 116 GPa
[TORSION_YIELD:220000]
[TORSION_FRACTURE:440000]
[TORSION_STRAIN_AT_YIELD:132]
[SHEAR_YIELD:220000]
[SHEAR_FRACTURE:440000]
[SHEAR_STRAIN_AT_YIELD:352] shear modulus 44 GPa
[BENDING_YIELD:220000]
[BENDING_FRACTURE:440000]
[BENDING_STRAIN_AT_YIELD:352]
[MAX_EDGE:10000]
[STATE_COLOR:ALL:GRAY]
[CREATURE:HYDRA]
[DESCRIPTION:A giant dragon-like monster with many biting heads.]
[NAME:hydra:hydras:hydra]
[CASTE_NAME:hydra:hydras:hydra]
[CREATURE_TILE:'H'][COLOR:4:0:1]
[PETVALUE:10000]
[PET_EXOTIC]
[BIOME:ANY_LAND]
[FREQUENCY:5]
[FANCIFUL]
[MEGABEAST][DIFFICULTY:10]
[ATTACK_TRIGGER:80:10000:100000]
[SPHERE:MUCK]
[SPHERE:REBIRTH]
[SPHERE:STRENGTH]
[NOFEAR][NOEXERT]
[NOSTUN]
[NOPAIN]
[BUILDINGDESTROYER:2]
[LIKES_FIGHTING]
[GRASSTRAMPLE:50]
[BONECARN]
[PREFSTRING:many heads]
BODY:BASIC_2PARTBODY:7HEADNECKS:BASIC_FRONTLEGS:BASIC_REARLEGS:TAIL:2EYES:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:SPINE:BRAIN:SKULL:3TOES_FQ_REG:3TOES_RQ_REG:MOUTH:TONGUE:GENERIC_TEETH_WITH_FANGS:RIBCAGE
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[REMOVE_MATERIAL:SKIN]
[REMOVE_MATERIAL:LEATHER]
[REMOVE_MATERIAL:HAIR]
[USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[REMOVE_TISSUE:SKIN]
[REMOVE_TISSUE:HAIR]
[USE_TISSUE_TEMPLATE:SCALE:SCALE_TEMPLATE]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SCALE:FAT:MUSCLE:BONE:CARTILAGE]
[USE_MATERIAL_TEMPLATE:CLAW:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:CLAW:CLAW_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:TOE:CLAW:FRONT]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[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:1]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:1]
[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:0:0:200000]
[BODY_SIZE:20:0:8000000]
[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_CANLATCH]
[ATTACK_FLAG_INDEPENDENT_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:SECOND]
[ALL_ACTIVE]
[LAIR:SIMPLE_BURROW:100]
[LAIR_HUNTER]
[MULTIPART_FULL_VISION]
[NATURAL_SKILL:BITE:6]
[NATURAL_SKILL:GRASP_STRIKE:6]
[NATURAL_SKILL:MELEE_COMBAT:6]
[NATURAL_SKILL:DODGING:6]
[NATURAL_SKILL:SITUATIONAL_AWARENESS:14]
[APPLY_CREATURE_VARIATION:STANDARD_QUADRUPED_GAITS:900:730:561:351:1900:2900] 25 kph
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:3512:2634:1756:878:4900:6900] 10 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:6561:6115:5683:1755:7456:8567] 5 kph
[SWIMS_INNATE]
[CANNOT_JUMP]
[HOMEOTHERM:10040]
[CASTE:FEMALE_7]
[FEMALE]
[CASTE:MALE_7]
[MALE]
[SELECT_CASTE:MALE_7]
[SELECT_ADDITIONAL_CASTE:FEMALE_7]
[CASTE_NAME:7-headed hydra:7-headed hydras:7-headed hydra]
[BODY:BASIC_2PARTBODY:7HEADNECKS:BASIC_FRONTLEGS:BASIC_REARLEGS:TAIL:2EYES:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:SPINE:BRAIN:SKULL:3TOES_FQ_REG:3TOES_RQ_REG:MOUTH:TONGUE:GENERIC_TEETH_WITH_FANGS:RIBCAGE]
[DESCRIPTION:A giant dragon-like monster with seven biting heads.]
[CASTE:FEMALE_9]
[FEMALE]
[CASTE:MALE_9]
[MALE]
[SELECT_CASTE:MALE_9]
[SELECT_ADDITIONAL_CASTE:FEMALE_9]
[CASTE_NAME:9-headed hydra:9-headed hydras:9-headed hydra]
[BODY:BASIC_2PARTBODY:9HEADNECKS:BASIC_FRONTLEGS:BASIC_REARLEGS:TAIL:2EYES:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:SPINE:BRAIN:SKULL:3TOES_FQ_REG:3TOES_RQ_REG:MOUTH:TONGUE:GENERIC_TEETH_WITH_FANGS:RIBCAGE]
[DESCRIPTION:A giant dragon-like monster with nine biting heads.]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:ALL:SCALE]
[TL_COLOR_MODIFIER:GOLD:1:RED:1]
[TLCM_NOUN:scales:PLURAL]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:BLACK:1]
[TLCM_NOUN:eyes:PLURAL]
[SELECT_MATERIAL:ALL]
[MULTIPLY_VALUE:10]
[SELECT_TISSUE_LAYER:ALL]
[TL_HEALING_RATE:1]
Bu I'm getting this errorlog when I start the arena, and they don't have any attacks:*** Error(s) found in the file "raw/objects/creature_standard.txt"
HYDRA:Tissue layer not added because no BP found: BY_CATEGORY:TOE:CLAW
HYDRA:Attack BITE seems to have correct format but could not find proper BPs in any caste, so not added
HYDRA:Attack CLAW seems to have correct format but could not find proper BPs in any caste, so not added
HYDRA Color Mod Ending With (RED,1) Was Not Used
HYDRA Color Mod Ending With (BLACK,1) Was Not Used
*** Error(s) finalizing the creature HYDRA
HYDRA:FEMALE_7:upper body: No tissue thickness
HYDRA:FEMALE_7:lower body: No tissue thickness
HYDRA:FEMALE_7:first neck: No tissue thickness
HYDRA:FEMALE_7:second neck: No tissue thickness
HYDRA:FEMALE_7:third neck: No tissue thickness
HYDRA:FEMALE_7:fourth neck: No tissue thickness
HYDRA:FEMALE_7:fifth neck: No tissue thickness
HYDRA:FEMALE_7:sixth neck: No tissue thickness
HYDRA:FEMALE_7:seventh neck: No tissue thickness
HYDRA:FEMALE_7:first head: No tissue thickness
HYDRA:FEMALE_7:second head: No tissue thickness
HYDRA:FEMALE_7:third head: No tissue thickness
HYDRA:FEMALE_7:fourth head: No tissue thickness
HYDRA:FEMALE_7:fifth head: No tissue thickness
HYDRA:FEMALE_7:sixth head: No tissue thickness
HYDRA:FEMALE_7:seventh head: No tissue thickness
HYDRA:FEMALE_7:right front leg: No tissue thickness
HYDRA:FEMALE_7:left front leg: No tissue thickness
HYDRA:FEMALE_7:right front foot: No tissue thickness
HYDRA:FEMALE_7:left front foot: No tissue thickness
HYDRA:FEMALE_7:right rear leg: No tissue thickness
HYDRA:FEMALE_7:left rear leg: No tissue thickness
HYDRA:FEMALE_7:right rear foot: No tissue thickness
HYDRA:FEMALE_7:left rear foot: No tissue thickness
HYDRA:FEMALE_7:tail: No tissue thickness
HYDRA:FEMALE_7:right eye, first head: No tissue thickness
HYDRA:FEMALE_7:right eye, second head: No tissue thickness
HYDRA:FEMALE_7:right eye, third head: No tissue thickness
HYDRA:FEMALE_7:right eye, fourth head: No tissue thickness
HYDRA:FEMALE_7:right eye, fifth head: No tissue thickness
HYDRA:FEMALE_7:right eye, sixth head: No tissue thickness
HYDRA:FEMALE_7:right eye, seventh head: No tissue thickness
HYDRA:FEMALE_7:left eye, first head: No tissue thickness
HYDRA:FEMALE_7:left eye, second head: No tissue thickness
HYDRA:FEMALE_7:left eye, third head: No tissue thickness
HYDRA:FEMALE_7:left eye, fourth head: No tissue thickness
HYDRA:FEMALE_7:left eye, fifth head: No tissue thickness
HYDRA:FEMALE_7:left eye, sixth head: No tissue thickness
HYDRA:FEMALE_7:left eye, seventh head: No tissue thickness
HYDRA:FEMALE_7:nose, first head: No tissue thickness
HYDRA:FEMALE_7:nose, second head: No tissue thickness
HYDRA:FEMALE_7:nose, third head: No tissue thickness
HYDRA:FEMALE_7:nose, fourth head: No tissue thickness
HYDRA:FEMALE_7:nose, fifth head: No tissue thickness
HYDRA:FEMALE_7:nose, sixth head: No tissue thickness
HYDRA:FEMALE_7:nose, seventh head: No tissue thickness
HYDRA:FEMALE_7:right lung: No tissue thickness
HYDRA:FEMALE_7:left lung: No tissue thickness
HYDRA:FEMALE_7:heart: No tissue thickness
HYDRA:FEMALE_7:guts: No tissue thickness
HYDRA:FEMALE_7:liver: No tissue thickness
HYDRA:FEMALE_7:stomach: No tissue thickness
HYDRA:FEMALE_7:pancreas: No tissue thickness
HYDRA:FEMALE_7:spleen: No tissue thickness
HYDRA:FEMALE_7:right kidney: No tissue thickness
HYDRA:FEMALE_7:left kidney: No tissue thickness
HYDRA:FEMALE_7:throat, first neck: No tissue thickness
HYDRA:FEMALE_7:throat, second neck: No tissue thickness
HYDRA:FEMALE_7:throat, third neck: No tissue thickness
HYDRA:FEMALE_7:throat, fourth neck: No tissue thickness
HYDRA:FEMALE_7:throat, fifth neck: No tissue thickness
HYDRA:FEMALE_7:throat, sixth neck: No tissue thickness
HYDRA:FEMALE_7:throat, seventh neck: No tissue thickness
HYDRA:FEMALE_7:middle spine: No tissue thickness
HYDRA:FEMALE_7:lower spine: No tissue thickness
HYDRA:FEMALE_7:brain, first head: No tissue thickness
HYDRA:FEMALE_7:brain, second head: No tissue thickness
HYDRA:FEMALE_7:brain, third head: No tissue thickness
HYDRA:FEMALE_7:brain, fourth head: No tissue thickness
HYDRA:FEMALE_7:brain, fifth head: No tissue thickness
HYDRA:FEMALE_7:brain, sixth head: No tissue thickness
HYDRA:FEMALE_7:brain, seventh head: No tissue thickness
HYDRA:FEMALE_7:skull, first head: No tissue thickness
HYDRA:FEMALE_7:skull, second head: No tissue thickness
HYDRA:FEMALE_7:skull, third head: No tissue thickness
HYDRA:FEMALE_7:skull, fourth head: No tissue thickness
HYDRA:FEMALE_7:skull, fifth head: No tissue thickness
HYDRA:FEMALE_7:skull, sixth head: No tissue thickness
HYDRA:FEMALE_7:skull, seventh head: No tissue thickness
HYDRA:FEMALE_7:first right front toe: No tissue thickness
HYDRA:FEMALE_7:second right front toe: No tissue thickness
HYDRA:FEMALE_7:third right front toe: No tissue thickness
HYDRA:FEMALE_7:first left front toe: No tissue thickness
HYDRA:FEMALE_7:second left front toe: No tissue thickness
HYDRA:FEMALE_7:third left front toe: No tissue thickness
HYDRA:FEMALE_7:first right rear toe: No tissue thickness
HYDRA:FEMALE_7:second right rear toe: No tissue thickness
HYDRA:FEMALE_7:third right rear toe: No tissue thickness
HYDRA:FEMALE_7:first left rear toe: No tissue thickness
HYDRA:FEMALE_7:second left rear toe: No tissue thickness
HYDRA:FEMALE_7:third left rear toe: No tissue thickness
HYDRA:FEMALE_7:mouth, first head: No tissue thickness
HYDRA:FEMALE_7:mouth, second head: No tissue thickness
HYDRA:FEMALE_7:mouth, third head: No tissue thickness
HYDRA:FEMALE_7:mouth, fourth head: No tissue thickness
HYDRA:FEMALE_7:mouth, fifth head: No tissue thickness
HYDRA:FEMALE_7:mouth, sixth head: No tissue thickness
HYDRA:FEMALE_7:mouth, seventh head: No tissue thickness
HYDRA:FEMALE_7:tongue, first head: No tissue thickness
HYDRA:FEMALE_7:tongue, second head: No tissue thickness
HYDRA:FEMALE_7:tongue, third head: No tissue thickness
HYDRA:FEMALE_7:tongue, fourth head: No tissue thickness
HYDRA:FEMALE_7:tongue, fifth head: No tissue thickness
HYDRA:FEMALE_7:tongue, sixth head: No tissue thickness
HYDRA:FEMALE_7:tongue, seventh head: No tissue thickness
HYDRA:FEMALE_7:tooth, first head: No tissue thickness
HYDRA:FEMALE_7:tooth, second head: No tissue thickness
HYDRA:FEMALE_7:tooth, third head: No tissue thickness
HYDRA:FEMALE_7:tooth, fourth head: No tissue thickness
HYDRA:FEMALE_7:tooth, fifth head: No tissue thickness
HYDRA:FEMALE_7:tooth, sixth head: No tissue thickness
HYDRA:FEMALE_7:tooth, seventh head: No tissue thickness
HYDRA:FEMALE_7:right fang, first head: No tissue thickness
HYDRA:FEMALE_7:right fang, second head: No tissue thickness
HYDRA:FEMALE_7:right fang, third head: No tissue thickness
HYDRA:FEMALE_7:right fang, fourth head: No tissue thickness
HYDRA:FEMALE_7:right fang, fifth head: No tissue thickness
HYDRA:FEMALE_7:right fang, sixth head: No tissue thickness
HYDRA:FEMALE_7:right fang, seventh head: No tissue thickness
HYDRA:FEMALE_7:left fang, first head: No tissue thickness
HYDRA:FEMALE_7:left fang, second head: No tissue thickness
HYDRA:FEMALE_7:left fang, third head: No tissue thickness
HYDRA:FEMALE_7:left fang, fourth head: No tissue thickness
HYDRA:FEMALE_7:left fang, fifth head: No tissue thickness
HYDRA:FEMALE_7:left fang, sixth head: No tissue thickness
HYDRA:FEMALE_7:left fang, seventh head: No tissue thickness
HYDRA:FEMALE_7:left true rib: No tissue thickness
HYDRA:FEMALE_7:right true rib: No tissue thickness
HYDRA:FEMALE_7:left false rib: No tissue thickness
HYDRA:FEMALE_7:right false rib: No tissue thickness
HYDRA:FEMALE_7:left floating rib: No tissue thickness
HYDRA:FEMALE_7:right floating rib: No tissue thickness
HYDRA:MALE_7:upper body: No tissue thickness
HYDRA:MALE_7:lower body: No tissue thickness
HYDRA:MALE_7:first neck: No tissue thickness
HYDRA:MALE_7:second neck: No tissue thickness
HYDRA:MALE_7:third neck: No tissue thickness
HYDRA:MALE_7:fourth neck: No tissue thickness
HYDRA:MALE_7:fifth neck: No tissue thickness
HYDRA:MALE_7:sixth neck: No tissue thickness
HYDRA:MALE_7:seventh neck: No tissue thickness
HYDRA:MALE_7:first head: No tissue thickness
HYDRA:MALE_7:second head: No tissue thickness
HYDRA:MALE_7:third head: No tissue thickness
HYDRA:MALE_7:fourth head: No tissue thickness
HYDRA:MALE_7:fifth head: No tissue thickness
HYDRA:MALE_7:sixth head: No tissue thickness
HYDRA:MALE_7:seventh head: No tissue thickness
HYDRA:MALE_7:right front leg: No tissue thickness
HYDRA:MALE_7:left front leg: No tissue thickness
HYDRA:MALE_7:right front foot: No tissue thickness
HYDRA:MALE_7:left front foot: No tissue thickness
HYDRA:MALE_7:right rear leg: No tissue thickness
HYDRA:MALE_7:left rear leg: No tissue thickness
HYDRA:MALE_7:right rear foot: No tissue thickness
HYDRA:MALE_7:left rear foot: No tissue thickness
HYDRA:MALE_7:tail: No tissue thickness
HYDRA:MALE_7:right eye, first head: No tissue thickness
HYDRA:MALE_7:right eye, second head: No tissue thickness
HYDRA:MALE_7:right eye, third head: No tissue thickness
HYDRA:MALE_7:right eye, fourth head: No tissue thickness
HYDRA:MALE_7:right eye, fifth head: No tissue thickness
HYDRA:MALE_7:right eye, sixth head: No tissue thickness
HYDRA:MALE_7:right eye, seventh head: No tissue thickness
HYDRA:MALE_7:left eye, first head: No tissue thickness
HYDRA:MALE_7:left eye, second head: No tissue thickness
HYDRA:MALE_7:left eye, third head: No tissue thickness
HYDRA:MALE_7:left eye, fourth head: No tissue thickness
HYDRA:MALE_7:left eye, fifth head: No tissue thickness
HYDRA:MALE_7:left eye, sixth head: No tissue thickness
HYDRA:MALE_7:left eye, seventh head: No tissue thickness
HYDRA:MALE_7:nose, first head: No tissue thickness
HYDRA:MALE_7:nose, second head: No tissue thickness
HYDRA:MALE_7:nose, third head: No tissue thickness
HYDRA:MALE_7:nose, fourth head: No tissue thickness
HYDRA:MALE_7:nose, fifth head: No tissue thickness
HYDRA:MALE_7:nose, sixth head: No tissue thickness
HYDRA:MALE_7:nose, seventh head: No tissue thickness
HYDRA:MALE_7:right lung: No tissue thickness
HYDRA:MALE_7:left lung: No tissue thickness
HYDRA:MALE_7:heart: No tissue thickness
HYDRA:MALE_7:guts: No tissue thickness
HYDRA:MALE_7:liver: No tissue thickness
HYDRA:MALE_7:stomach: No tissue thickness
HYDRA:MALE_7:pancreas: No tissue thickness
HYDRA:MALE_7:spleen: No tissue thickness
HYDRA:MALE_7:right kidney: No tissue thickness
HYDRA:MALE_7:left kidney: No tissue thickness
HYDRA:MALE_7:throat, first neck: No tissue thickness
HYDRA:MALE_7:throat, second neck: No tissue thickness
HYDRA:MALE_7:throat, third neck: No tissue thickness
HYDRA:MALE_7:throat, fourth neck: No tissue thickness
HYDRA:MALE_7:throat, fifth neck: No tissue thickness
HYDRA:MALE_7:throat, sixth neck: No tissue thickness
HYDRA:MALE_7:throat, seventh neck: No tissue thickness
HYDRA:MALE_7:middle spine: No tissue thickness
HYDRA:MALE_7:lower spine: No tissue thickness
HYDRA:MALE_7:brain, first head: No tissue thickness
HYDRA:MALE_7:brain, second head: No tissue thickness
HYDRA:MALE_7:brain, third head: No tissue thickness
HYDRA:MALE_7:brain, fourth head: No tissue thickness
HYDRA:MALE_7:brain, fifth head: No tissue thickness
HYDRA:MALE_7:brain, sixth head: No tissue thickness
HYDRA:MALE_7:brain, seventh head: No tissue thickness
HYDRA:MALE_7:skull, first head: No tissue thickness
HYDRA:MALE_7:skull, second head: No tissue thickness
HYDRA:MALE_7:skull, third head: No tissue thickness
HYDRA:MALE_7:skull, fourth head: No tissue thickness
HYDRA:MALE_7:skull, fifth head: No tissue thickness
HYDRA:MALE_7:skull, sixth head: No tissue thickness
HYDRA:MALE_7:skull, seventh head: No tissue thickness
HYDRA:MALE_7:first right front toe: No tissue thickness
HYDRA:MALE_7:second right front toe: No tissue thickness
HYDRA:MALE_7:third right front toe: No tissue thickness
HYDRA:MALE_7:first left front toe: No tissue thickness
HYDRA:MALE_7:second left front toe: No tissue thickness
HYDRA:MALE_7:third left front toe: No tissue thickness
HYDRA:MALE_7:first right rear toe: No tissue thickness
HYDRA:MALE_7:second right rear toe: No tissue thickness
HYDRA:MALE_7:third right rear toe: No tissue thickness
HYDRA:MALE_7:first left rear toe: No tissue thickness
HYDRA:MALE_7:second left rear toe: No tissue thickness
HYDRA:MALE_7:third left rear toe: No tissue thickness
HYDRA:MALE_7:mouth, first head: No tissue thickness
HYDRA:MALE_7:mouth, second head: No tissue thickness
HYDRA:MALE_7:mouth, third head: No tissue thickness
HYDRA:MALE_7:mouth, fourth head: No tissue thickness
HYDRA:MALE_7:mouth, fifth head: No tissue thickness
HYDRA:MALE_7:mouth, sixth head: No tissue thickness
HYDRA:MALE_7:mouth, seventh head: No tissue thickness
HYDRA:MALE_7:tongue, first head: No tissue thickness
HYDRA:MALE_7:tongue, second head: No tissue thickness
HYDRA:MALE_7:tongue, third head: No tissue thickness
HYDRA:MALE_7:tongue, fourth head: No tissue thickness
HYDRA:MALE_7:tongue, fifth head: No tissue thickness
HYDRA:MALE_7:tongue, sixth head: No tissue thickness
HYDRA:MALE_7:tongue, seventh head: No tissue thickness
HYDRA:MALE_7:tooth, first head: No tissue thickness
HYDRA:MALE_7:tooth, second head: No tissue thickness
HYDRA:MALE_7:tooth, third head: No tissue thickness
HYDRA:MALE_7:tooth, fourth head: No tissue thickness
HYDRA:MALE_7:tooth, fifth head: No tissue thickness
HYDRA:MALE_7:tooth, sixth head: No tissue thickness
HYDRA:MALE_7:tooth, seventh head: No tissue thickness
HYDRA:MALE_7:right fang, first head: No tissue thickness
HYDRA:MALE_7:right fang, second head: No tissue thickness
HYDRA:MALE_7:right fang, third head: No tissue thickness
HYDRA:MALE_7:right fang, fourth head: No tissue thickness
HYDRA:MALE_7:right fang, fifth head: No tissue thickness
HYDRA:MALE_7:right fang, sixth head: No tissue thickness
HYDRA:MALE_7:right fang, seventh head: No tissue thickness
HYDRA:MALE_7:left fang, first head: No tissue thickness
HYDRA:MALE_7:left fang, second head: No tissue thickness
HYDRA:MALE_7:left fang, third head: No tissue thickness
HYDRA:MALE_7:left fang, fourth head: No tissue thickness
HYDRA:MALE_7:left fang, fifth head: No tissue thickness
HYDRA:MALE_7:left fang, sixth head: No tissue thickness
HYDRA:MALE_7:left fang, seventh head: No tissue thickness
HYDRA:MALE_7:left true rib: No tissue thickness
HYDRA:MALE_7:right true rib: No tissue thickness
HYDRA:MALE_7:left false rib: No tissue thickness
HYDRA:MALE_7:right false rib: No tissue thickness
HYDRA:MALE_7:left floating rib: No tissue thickness
HYDRA:MALE_7:right floating rib: No tissue thickness
HYDRA:FEMALE_9:upper body: No tissue thickness
HYDRA:FEMALE_9:lower body: No tissue thickness
HYDRA:FEMALE_9:first neck: No tissue thickness
HYDRA:FEMALE_9:second neck: No tissue thickness
HYDRA:FEMALE_9:third neck: No tissue thickness
HYDRA:FEMALE_9:fourth neck: No tissue thickness
HYDRA:FEMALE_9:fifth neck: No tissue thickness
HYDRA:FEMALE_9:sixth neck: No tissue thickness
HYDRA:FEMALE_9:seventh neck: No tissue thickness
HYDRA:FEMALE_9:eighth neck: No tissue thickness
HYDRA:FEMALE_9:ninth neck: No tissue thickness
HYDRA:FEMALE_9:first head: No tissue thickness
HYDRA:FEMALE_9:second head: No tissue thickness
HYDRA:FEMALE_9:third head: No tissue thickness
HYDRA:FEMALE_9:fourth head: No tissue thickness
HYDRA:FEMALE_9:fifth head: No tissue thickness
HYDRA:FEMALE_9:sixth head: No tissue thickness
HYDRA:FEMALE_9:seventh head: No tissue thickness
HYDRA:FEMALE_9:eighth head: No tissue thickness
HYDRA:FEMALE_9:ninth head: No tissue thickness
HYDRA:FEMALE_9:right front leg: No tissue thickness
HYDRA:FEMALE_9:left front leg: No tissue thickness
HYDRA:FEMALE_9:right front foot: No tissue thickness
HYDRA:FEMALE_9:left front foot: No tissue thickness
HYDRA:FEMALE_9:right rear leg: No tissue thickness
HYDRA:FEMALE_9:left rear leg: No tissue thickness
HYDRA:FEMALE_9:right rear foot: No tissue thickness
HYDRA:FEMALE_9:left rear foot: No tissue thickness
HYDRA:FEMALE_9:tail: No tissue thickness
HYDRA:FEMALE_9:right eye, first head: No tissue thickness
HYDRA:FEMALE_9:right eye, second head: No tissue thickness
HYDRA:FEMALE_9:right eye, third head: No tissue thickness
HYDRA:FEMALE_9:right eye, fourth head: No tissue thickness
HYDRA:FEMALE_9:right eye, fifth head: No tissue thickness
HYDRA:FEMALE_9:right eye, sixth head: No tissue thickness
HYDRA:FEMALE_9:right eye, seventh head: No tissue thickness
HYDRA:FEMALE_9:right eye, eighth head: No tissue thickness
HYDRA:FEMALE_9:right eye, ninth head: No tissue thickness
HYDRA:FEMALE_9:left eye, first head: No tissue thickness
HYDRA:FEMALE_9:left eye, second head: No tissue thickness
HYDRA:FEMALE_9:left eye, third head: No tissue thickness
HYDRA:FEMALE_9:left eye, fourth head: No tissue thickness
HYDRA:FEMALE_9:left eye, fifth head: No tissue thickness
HYDRA:FEMALE_9:left eye, sixth head: No tissue thickness
HYDRA:FEMALE_9:left eye, seventh head: No tissue thickness
HYDRA:FEMALE_9:left eye, eighth head: No tissue thickness
HYDRA:FEMALE_9:left eye, ninth head: No tissue thickness
HYDRA:FEMALE_9:nose, first head: No tissue thickness
HYDRA:FEMALE_9:nose, second head: No tissue thickness
HYDRA:FEMALE_9:nose, third head: No tissue thickness
HYDRA:FEMALE_9:nose, fourth head: No tissue thickness
HYDRA:FEMALE_9:nose, fifth head: No tissue thickness
HYDRA:FEMALE_9:nose, sixth head: No tissue thickness
HYDRA:FEMALE_9:nose, seventh head: No tissue thickness
HYDRA:FEMALE_9:nose, eighth head: No tissue thickness
HYDRA:FEMALE_9:nose, ninth head: No tissue thickness
HYDRA:FEMALE_9:right lung: No tissue thickness
HYDRA:FEMALE_9:left lung: No tissue thickness
HYDRA:FEMALE_9:heart: No tissue thickness
HYDRA:FEMALE_9:guts: No tissue thickness
HYDRA:FEMALE_9:liver: No tissue thickness
HYDRA:FEMALE_9:stomach: No tissue thickness
HYDRA:FEMALE_9:pancreas: No tissue thickness
HYDRA:FEMALE_9:spleen: No tissue thickness
HYDRA:FEMALE_9:right kidney: No tissue thickness
HYDRA:FEMALE_9:left kidney: No tissue thickness
HYDRA:FEMALE_9:throat, first neck: No tissue thickness
HYDRA:FEMALE_9:throat, second neck: No tissue thickness
HYDRA:FEMALE_9:throat, third neck: No tissue thickness
HYDRA:FEMALE_9:throat, fourth neck: No tissue thickness
HYDRA:FEMALE_9:throat, fifth neck: No tissue thickness
HYDRA:FEMALE_9:throat, sixth neck: No tissue thickness
HYDRA:FEMALE_9:throat, seventh neck: No tissue thickness
HYDRA:FEMALE_9:throat, eighth neck: No tissue thickness
HYDRA:FEMALE_9:throat, ninth neck: No tissue thickness
HYDRA:FEMALE_9:middle spine: No tissue thickness
HYDRA:FEMALE_9:lower spine: No tissue thickness
HYDRA:FEMALE_9:brain, first head: No tissue thickness
HYDRA:FEMALE_9:brain, second head: No tissue thickness
HYDRA:FEMALE_9:brain, third head: No tissue thickness
HYDRA:FEMALE_9:brain, fourth head: No tissue thickness
HYDRA:FEMALE_9:brain, fifth head: No tissue thickness
HYDRA:FEMALE_9:brain, sixth head: No tissue thickness
HYDRA:FEMALE_9:brain, seventh head: No tissue thickness
HYDRA:FEMALE_9:brain, eighth head: No tissue thickness
HYDRA:FEMALE_9:brain, ninth head: No tissue thickness
HYDRA:FEMALE_9:skull, first head: No tissue thickness
HYDRA:FEMALE_9:skull, second head: No tissue thickness
HYDRA:FEMALE_9:skull, third head: No tissue thickness
HYDRA:FEMALE_9:skull, fourth head: No tissue thickness
HYDRA:FEMALE_9:skull, fifth head: No tissue thickness
HYDRA:FEMALE_9:skull, sixth head: No tissue thickness
HYDRA:FEMALE_9:skull, seventh head: No tissue thickness
HYDRA:FEMALE_9:skull, eighth head: No tissue thickness
HYDRA:FEMALE_9:skull, ninth head: No tissue thickness
HYDRA:FEMALE_9:first right front toe: No tissue thickness
HYDRA:FEMALE_9:second right front toe: No tissue thickness
HYDRA:FEMALE_9:third right front toe: No tissue thickness
HYDRA:FEMALE_9:first left front toe: No tissue thickness
HYDRA:FEMALE_9:second left front toe: No tissue thickness
HYDRA:FEMALE_9:third left front toe: No tissue thickness
HYDRA:FEMALE_9:first right rear toe: No tissue thickness
HYDRA:FEMALE_9:second right rear toe: No tissue thickness
HYDRA:FEMALE_9:third right rear toe: No tissue thickness
HYDRA:FEMALE_9:first left rear toe: No tissue thickness
HYDRA:FEMALE_9:second left rear toe: No tissue thickness
HYDRA:FEMALE_9:third left rear toe: No tissue thickness
HYDRA:FEMALE_9:mouth, first head: No tissue thickness
HYDRA:FEMALE_9:mouth, second head: No tissue thickness
HYDRA:FEMALE_9:mouth, third head: No tissue thickness
HYDRA:FEMALE_9:mouth, fourth head: No tissue thickness
HYDRA:FEMALE_9:mouth, fifth head: No tissue thickness
HYDRA:FEMALE_9:mouth, sixth head: No tissue thickness
HYDRA:FEMALE_9:mouth, seventh head: No tissue thickness
HYDRA:FEMALE_9:mouth, eighth head: No tissue thickness
HYDRA:FEMALE_9:mouth, ninth head: No tissue thickness
HYDRA:FEMALE_9:tongue, first head: No tissue thickness
HYDRA:FEMALE_9:tongue, second head: No tissue thickness
HYDRA:FEMALE_9:tongue, third head: No tissue thickness
HYDRA:FEMALE_9:tongue, fourth head: No tissue thickness
HYDRA:FEMALE_9:tongue, fifth head: No tissue thickness
HYDRA:FEMALE_9:tongue, sixth head: No tissue thickness
HYDRA:FEMALE_9:tongue, seventh head: No tissue thickness
HYDRA:FEMALE_9:tongue, eighth head: No tissue thickness
HYDRA:FEMALE_9:tongue, ninth head: No tissue thickness
HYDRA:FEMALE_9:tooth, first head: No tissue thickness
HYDRA:FEMALE_9:tooth, second head: No tissue thickness
HYDRA:FEMALE_9:tooth, third head: No tissue thickness
HYDRA:FEMALE_9:tooth, fourth head: No tissue thickness
HYDRA:FEMALE_9:tooth, fifth head: No tissue thickness
HYDRA:FEMALE_9:tooth, sixth head: No tissue thickness
HYDRA:FEMALE_9:tooth, seventh head: No tissue thickness
HYDRA:FEMALE_9:tooth, eighth head: No tissue thickness
HYDRA:FEMALE_9:tooth, ninth head: No tissue thickness
HYDRA:FEMALE_9:right fang, first head: No tissue thickness
HYDRA:FEMALE_9:right fang, second head: No tissue thickness
HYDRA:FEMALE_9:right fang, third head: No tissue thickness
HYDRA:FEMALE_9:right fang, fourth head: No tissue thickness
HYDRA:FEMALE_9:right fang, fifth head: No tissue thickness
HYDRA:FEMALE_9:right fang, sixth head: No tissue thickness
HYDRA:FEMALE_9:right fang, seventh head: No tissue thickness
HYDRA:FEMALE_9:right fang, eighth head: No tissue thickness
HYDRA:FEMALE_9:right fang, ninth head: No tissue thickness
HYDRA:FEMALE_9:left fang, first head: No tissue thickness
HYDRA:FEMALE_9:left fang, second head: No tissue thickness
HYDRA:FEMALE_9:left fang, third head: No tissue thickness
HYDRA:FEMALE_9:left fang, fourth head: No tissue thickness
HYDRA:FEMALE_9:left fang, fifth head: No tissue thickness
HYDRA:FEMALE_9:left fang, sixth head: No tissue thickness
HYDRA:FEMALE_9:left fang, seventh head: No tissue thickness
HYDRA:FEMALE_9:left fang, eighth head: No tissue thickness
HYDRA:FEMALE_9:left fang, ninth head: No tissue thickness
HYDRA:FEMALE_9:left true rib: No tissue thickness
HYDRA:FEMALE_9:right true rib: No tissue thickness
HYDRA:FEMALE_9:left false rib: No tissue thickness
HYDRA:FEMALE_9:right false rib: No tissue thickness
HYDRA:FEMALE_9:left floating rib: No tissue thickness
HYDRA:FEMALE_9:right floating rib: No tissue thickness
HYDRA:MALE_9:upper body: No tissue thickness
HYDRA:MALE_9:lower body: No tissue thickness
HYDRA:MALE_9:first neck: No tissue thickness
HYDRA:MALE_9:second neck: No tissue thickness
HYDRA:MALE_9:third neck: No tissue thickness
HYDRA:MALE_9:fourth neck: No tissue thickness
HYDRA:MALE_9:fifth neck: No tissue thickness
HYDRA:MALE_9:sixth neck: No tissue thickness
HYDRA:MALE_9:seventh neck: No tissue thickness
HYDRA:MALE_9:eighth neck: No tissue thickness
HYDRA:MALE_9:ninth neck: No tissue thickness
HYDRA:MALE_9:first head: No tissue thickness
HYDRA:MALE_9:second head: No tissue thickness
HYDRA:MALE_9:third head: No tissue thickness
HYDRA:MALE_9:fourth head: No tissue thickness
HYDRA:MALE_9:fifth head: No tissue thickness
HYDRA:MALE_9:sixth head: No tissue thickness
HYDRA:MALE_9:seventh head: No tissue thickness
HYDRA:MALE_9:eighth head: No tissue thickness
HYDRA:MALE_9:ninth head: No tissue thickness
HYDRA:MALE_9:right front leg: No tissue thickness
HYDRA:MALE_9:left front leg: No tissue thickness
HYDRA:MALE_9:right front foot: No tissue thickness
HYDRA:MALE_9:left front foot: No tissue thickness
HYDRA:MALE_9:right rear leg: No tissue thickness
HYDRA:MALE_9:left rear leg: No tissue thickness
HYDRA:MALE_9:right rear foot: No tissue thickness
HYDRA:MALE_9:left rear foot: No tissue thickness
HYDRA:MALE_9:tail: No tissue thickness
HYDRA:MALE_9:right eye, first head: No tissue thickness
HYDRA:MALE_9:right eye, second head: No tissue thickness
HYDRA:MALE_9:right eye, third head: No tissue thickness
HYDRA:MALE_9:right eye, fourth head: No tissue thickness
HYDRA:MALE_9:right eye, fifth head: No tissue thickness
HYDRA:MALE_9:right eye, sixth head: No tissue thickness
HYDRA:MALE_9:right eye, seventh head: No tissue thickness
HYDRA:MALE_9:right eye, eighth head: No tissue thickness
HYDRA:MALE_9:right eye, ninth head: No tissue thickness
HYDRA:MALE_9:left eye, first head: No tissue thickness
HYDRA:MALE_9:left eye, second head: No tissue thickness
HYDRA:MALE_9:left eye, third head: No tissue thickness
HYDRA:MALE_9:left eye, fourth head: No tissue thickness
HYDRA:MALE_9:left eye, fifth head: No tissue thickness
HYDRA:MALE_9:left eye, sixth head: No tissue thickness
HYDRA:MALE_9:left eye, seventh head: No tissue thickness
HYDRA:MALE_9:left eye, eighth head: No tissue thickness
HYDRA:MALE_9:left eye, ninth head: No tissue thickness
HYDRA:MALE_9:nose, first head: No tissue thickness
HYDRA:MALE_9:nose, second head: No tissue thickness
HYDRA:MALE_9:nose, third head: No tissue thickness
HYDRA:MALE_9:nose, fourth head: No tissue thickness
HYDRA:MALE_9:nose, fifth head: No tissue thickness
HYDRA:MALE_9:nose, sixth head: No tissue thickness
HYDRA:MALE_9:nose, seventh head: No tissue thickness
HYDRA:MALE_9:nose, eighth head: No tissue thickness
HYDRA:MALE_9:nose, ninth head: No tissue thickness
HYDRA:MALE_9:right lung: No tissue thickness
HYDRA:MALE_9:left lung: No tissue thickness
HYDRA:MALE_9:heart: No tissue thickness
HYDRA:MALE_9:guts: No tissue thickness
HYDRA:MALE_9:liver: No tissue thickness
HYDRA:MALE_9:stomach: No tissue thickness
HYDRA:MALE_9:pancreas: No tissue thickness
HYDRA:MALE_9:spleen: No tissue thickness
HYDRA:MALE_9:right kidney: No tissue thickness
HYDRA:MALE_9:left kidney: No tissue thickness
HYDRA:MALE_9:throat, first neck: No tissue thickness
HYDRA:MALE_9:throat, second neck: No tissue thickness
HYDRA:MALE_9:throat, third neck: No tissue thickness
HYDRA:MALE_9:throat, fourth neck: No tissue thickness
HYDRA:MALE_9:throat, fifth neck: No tissue thickness
HYDRA:MALE_9:throat, sixth neck: No tissue thickness
HYDRA:MALE_9:throat, seventh neck: No tissue thickness
HYDRA:MALE_9:throat, eighth neck: No tissue thickness
HYDRA:MALE_9:throat, ninth neck: No tissue thickness
HYDRA:MALE_9:middle spine: No tissue thickness
HYDRA:MALE_9:lower spine: No tissue thickness
HYDRA:MALE_9:brain, first head: No tissue thickness
HYDRA:MALE_9:brain, second head: No tissue thickness
HYDRA:MALE_9:brain, third head: No tissue thickness
HYDRA:MALE_9:brain, fourth head: No tissue thickness
HYDRA:MALE_9:brain, fifth head: No tissue thickness
HYDRA:MALE_9:brain, sixth head: No tissue thickness
HYDRA:MALE_9:brain, seventh head: No tissue thickness
HYDRA:MALE_9:brain, eighth head: No tissue thickness
HYDRA:MALE_9:brain, ninth head: No tissue thickness
HYDRA:MALE_9:skull, first head: No tissue thickness
HYDRA:MALE_9:skull, second head: No tissue thickness
HYDRA:MALE_9:skull, third head: No tissue thickness
HYDRA:MALE_9:skull, fourth head: No tissue thickness
HYDRA:MALE_9:skull, fifth head: No tissue thickness
HYDRA:MALE_9:skull, sixth head: No tissue thickness
HYDRA:MALE_9:skull, seventh head: No tissue thickness
HYDRA:MALE_9:skull, eighth head: No tissue thickness
HYDRA:MALE_9:skull, ninth head: No tissue thickness
HYDRA:MALE_9:first right front toe: No tissue thickness
HYDRA:MALE_9:second right front toe: No tissue thickness
HYDRA:MALE_9:third right front toe: No tissue thickness
HYDRA:MALE_9:first left front toe: No tissue thickness
HYDRA:MALE_9:second left front toe: No tissue thickness
HYDRA:MALE_9:third left front toe: No tissue thickness
HYDRA:MALE_9:first right rear toe: No tissue thickness
HYDRA:MALE_9:second right rear toe: No tissue thickness
HYDRA:MALE_9:third right rear toe: No tissue thickness
HYDRA:MALE_9:first left rear toe: No tissue thickness
HYDRA:MALE_9:second left rear toe: No tissue thickness
HYDRA:MALE_9:third left rear toe: No tissue thickness
HYDRA:MALE_9:mouth, first head: No tissue thickness
HYDRA:MALE_9:mouth, second head: No tissue thickness
HYDRA:MALE_9:mouth, third head: No tissue thickness
HYDRA:MALE_9:mouth, fourth head: No tissue thickness
HYDRA:MALE_9:mouth, fifth head: No tissue thickness
HYDRA:MALE_9:mouth, sixth head: No tissue thickness
HYDRA:MALE_9:mouth, seventh head: No tissue thickness
HYDRA:MALE_9:mouth, eighth head: No tissue thickness
HYDRA:MALE_9:mouth, ninth head: No tissue thickness
HYDRA:MALE_9:tongue, first head: No tissue thickness
HYDRA:MALE_9:tongue, second head: No tissue thickness
HYDRA:MALE_9:tongue, third head: No tissue thickness
HYDRA:MALE_9:tongue, fourth head: No tissue thickness
HYDRA:MALE_9:tongue, fifth head: No tissue thickness
HYDRA:MALE_9:tongue, sixth head: No tissue thickness
HYDRA:MALE_9:tongue, seventh head: No tissue thickness
HYDRA:MALE_9:tongue, eighth head: No tissue thickness
HYDRA:MALE_9:tongue, ninth head: No tissue thickness
HYDRA:MALE_9:tooth, first head: No tissue thickness
HYDRA:MALE_9:tooth, second head: No tissue thickness
HYDRA:MALE_9:tooth, third head: No tissue thickness
HYDRA:MALE_9:tooth, fourth head: No tissue thickness
HYDRA:MALE_9:tooth, fifth head: No tissue thickness
HYDRA:MALE_9:tooth, sixth head: No tissue thickness
HYDRA:MALE_9:tooth, seventh head: No tissue thickness
HYDRA:MALE_9:tooth, eighth head: No tissue thickness
HYDRA:MALE_9:tooth, ninth head: No tissue thickness
HYDRA:MALE_9:right fang, first head: No tissue thickness
HYDRA:MALE_9:right fang, second head: No tissue thickness
HYDRA:MALE_9:right fang, third head: No tissue thickness
HYDRA:MALE_9:right fang, fourth head: No tissue thickness
HYDRA:MALE_9:right fang, fifth head: No tissue thickness
HYDRA:MALE_9:right fang, sixth head: No tissue thickness
HYDRA:MALE_9:right fang, seventh head: No tissue thickness
HYDRA:MALE_9:right fang, eighth head: No tissue thickness
HYDRA:MALE_9:right fang, ninth head: No tissue thickness
HYDRA:MALE_9:left fang, first head: No tissue thickness
HYDRA:MALE_9:left fang, second head: No tissue thickness
HYDRA:MALE_9:left fang, third head: No tissue thickness
HYDRA:MALE_9:left fang, fourth head: No tissue thickness
HYDRA:MALE_9:left fang, fifth head: No tissue thickness
HYDRA:MALE_9:left fang, sixth head: No tissue thickness
HYDRA:MALE_9:left fang, seventh head: No tissue thickness
HYDRA:MALE_9:left fang, eighth head: No tissue thickness
HYDRA:MALE_9:left fang, ninth head: No tissue thickness
HYDRA:MALE_9:left true rib: No tissue thickness
HYDRA:MALE_9:right true rib: No tissue thickness
HYDRA:MALE_9:left false rib: No tissue thickness
HYDRA:MALE_9:right false rib: No tissue thickness
HYDRA:MALE_9:left floating rib: No tissue thickness
HYDRA:MALE_9:right floating rib: No tissue thickness
go baby!
usz: 0
post baby
usz: 0
post clean
usz: 0
go baby!
usz: 0
post baby
usz: 0
post clean
usz: 0
go baby!
usz: 0
post baby
usz: 0
post clean
usz: 0
go baby!
usz: 0
post baby
usz: 0
post clean
usz: 0
It should be fine as SCALE_TEMPLATE, since your iron scale template is given the ID of SCALE under the materials plan, which is the ID that the vanilla scale template is looking for.
DRAGON_BUFFED:Unrecognized Material Template: SCALE_TEMPLATE_IRON
Oh, so by "actually work" you didn't mean "are valid in the raws". The distinction isn't necessarily obvious...
Trying this right now, with the necromancer secret goal changed to RULE_THE_WORLD. So far, no towers yet.
The secret does show up in the XML under the deity list, though, so it does get generated. Nobody seems to pick it up, though...
Although, apparently secrets don't have to be sought out by immortality-seekers? Using [SUPERNATURAL] with some sphere will always give a modded creature innate knowledge of the secret, though not sure, if this still works in .40
I tried adding some impromptu paladins with BRING_PEACE_TO_THE_WORLD and druids with SEE_THE_GREAT_NATURAL_SITES, but I haven't had any luck after genning a couple of worlds. Lots of my necromancers though, and nothing in the errorlog.Yeah, that mirrors my experience and my expectations - Toady did say they wouldn't work for the time being, but that was a while ago, and them appearing in the string dump could have meant that he made them to work after all, but it doesn't seem so.
It should be fine as SCALE_TEMPLATE, since your iron scale template is given the ID of SCALE under the materials plan, which is the ID that the vanilla scale template is looking for.
...ok. Don't entirely understand that, but changing the tissue back to scale_template works.
Got a new error. Only one error.Code: [Select]DRAGON_BUFFED:Unrecognized Material Template: SCALE_TEMPLATE_IRON
Material was working before I changed the tissue back to scale_template. No idea what's wrong now.
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[REMOVE_MATERIAL:SKIN]
[REMOVE_MATERIAL:LEATHER]
[REMOVE_MATERIAL:HAIR]
[USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE_IRON]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[REMOVE_TISSUE:SKIN]
[REMOVE_TISSUE:HAIR]
[USE_TISSUE_TEMPLATE:SCALE:SCALE_TEMPLATE_IRON]
with[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[REMOVE_MATERIAL:SKIN]
[REMOVE_MATERIAL:LEATHER]
[REMOVE_MATERIAL:HAIR]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[REMOVE_TISSUE:SKIN]
[REMOVE_TISSUE:HAIR]
[USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE]
[SOLID_DENSITY:7850]
[LIQUID_DENSITY:6980]
[MOLAR_MASS:55845]
[IMPACT_YIELD:542500]
[IMPACT_FRACTURE:1085000]
[IMPACT_STRAIN_AT_YIELD:319]
[COMPRESSIVE_YIELD:542500]
[COMPRESSIVE_FRACTURE:1085000]
[COMPRESSIVE_STRAIN_AT_YIELD:319] bulk modulus 170 GPa
[TENSILE_YIELD:155000]
[TENSILE_FRACTURE:310000]
[TENSILE_STRAIN_AT_YIELD:73] young's modulus 211 GPa
[TORSION_YIELD:155000]
[TORSION_FRACTURE:310000]
[TORSION_STRAIN_AT_YIELD:189]
[SHEAR_YIELD:155000]
[SHEAR_FRACTURE:310000]
[SHEAR_STRAIN_AT_YIELD:189] shear modulus 82 GPa
[BENDING_YIELD:155000]
[BENDING_FRACTURE:310000]
[BENDING_STRAIN_AT_YIELD:73]
[USE_TISSUE_TEMPLATE:SCALE:SCALE_TEMPLATE]
It's a personality value for BRAVERY, add [PERSONALITY:BRAVERY:100:100:100] to make creatures not run in fear. It will not cause them to engage in combat in the first place, though.
The [POWER] tag no longer seems to work, presumably because the new spire-vault system now handles demon takeovers. Anyone know if there's still a way of creating custom civ-dominating monsters?
Trying this right now, with the necromancer secret goal changed to RULE_THE_WORLD. So far, no towers yet.
The secret does show up in the XML under the deity list, though, so it does get generated. Nobody seems to pick it up, though...
Although, apparently secrets don't have to be sought out by immortality-seekers? Using [SUPERNATURAL] with some sphere will always give a modded creature innate knowledge of the secret, though not sure, if this still works in .40
[APPLY_CREATURE_VARIATION:TUSK_STAB_ATTACK]
[SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:VENOM:LIQUID:100:100]
[APPLY_CREATURE_VARIATION:BEAK_BITE_ATTACK]
Will it correctly know that I mean for the tusk attack to have a inject venom?
Question about creature variations
If I useCode: [Select][APPLY_CREATURE_VARIATION:TUSK_STAB_ATTACK]
Will it correctly know that I mean for the tusk attack to have a inject venom?
[SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:VENOM:LIQUID:100:100]
[APPLY_CREATURE_VARIATION:BEAK_BITE_ATTACK]
Ice as in frozen water would melt into a puddle in non-freezing biomes, pretty much instantly though. You might want to define some kind of Nevermeltice-type inorganic as a workaround.
I assume the [DIVINE_MAT_ ] tags for entities can't be used in user-defined raws.Knowing this would be helpful.
However, the wiki doesn't say they can't, unlike [GENERATED].
So, has anyone found out if that's valid for non-internal data?
Anyone done much playing around with the entity VALUE tokens yet? I'm curious how much of an effect they have.
I'm hoping I'll have all of them in for my various races tonight, so I may be able to provide some additional information on how they effect world gen and various civ interactions soon myself.
If I wanted something to breathe web would this work?
[CDI:WEB_SPRAY]
Also how would I give something a tentacle attack?
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Spray web]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_TOKEN:LB]
[CDI:MATERIAL:LOCAL_CREATURE_MAT:SILK:WEB_SPRAY]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:5]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:30]
What tag prevents dwarves from settling in Evil/Good areas? I want to create a totally evil world but I can't find anything in the Entity raws that allows goblins to settle evil areas but not other civilizations.
[USE_EVIL_ANIMALS]
[USE_EVIL_PLANTS]
[USE_EVIL_WOOD]
I did not know that... I always assumed it was the EVIL or GOOD tag on the creature itself.What tag prevents dwarves from settling in Evil/Good areas? I want to create a totally evil world but I can't find anything in the Entity raws that allows goblins to settle evil areas but not other civilizations.
To settle in evil biomes, you need one of these tags:Code: [Select][USE_EVIL_ANIMALS]
[USE_EVIL_PLANTS]
[USE_EVIL_WOOD]
and likewise [USE_GOOD_ANIMALS] etc. for good biomes.
This will also let you tame any animal with EVIL or GOOD, depending on the token, including trolls.
I did not know that... I always assumed it was the EVIL or GOOD tag on the creature itself.
The biome choice tokens had some changes to them. Take the default 0.40 entity file and paste those bits over your own, see what happens.
The biome choice tokens had some changes to them. Take the default 0.40 entity file and paste those bits over your own, see what happens.
That's exactly what the above is; the 0.40.x original with the KRYSS entry added... literally the only difference. Elves and Kobolds also have access to these but continue to spawn; I double checked that the added [T_WORD]s to language_GOBLIN.txt didn't have a typo that might have caused DF to silently toss out the whole thing as one giant exception but, no, they're just as intact as all the other races that DO spawn. *shrug* =(
When the game spawns civilizations, it starts from the top of the file and works its way down. When it reaches the bottom, it spawns an ENTITY:MOUNTAIN again and so forth.
Maybe your worlds aren't putting down enough civs to reach goblins. Stick them to the top of the file and you'll see if that was the issue.
When the game spawns civilizations, it starts from the top of the file and works its way down. When it reaches the bottom, it spawns an ENTITY:MOUNTAIN again and so forth.
Maybe your worlds aren't putting down enough civs to reach goblins. Stick them to the top of the file and you'll see if that was the issue.
Does anyone know what's the token for item-clouds the toady has been talking about?
WEB_SPRAY doesn't cut it.
Edit:Right, I've found it on wiki, for some reason I was looking on the old version page before that.
Editedit: but for some reason this line does nothing:
[CDI:MATERIAL:PLANT_MAT:PEACH:LEAF:TRAILING_ITEM_FLOW:BOULDER]
Has anyone successfully used it?
[BODY:HUMANOID_ARMLESS_NECK:2WINGS:2EYES:2LUNGS:HEART:GUTS:ORGANS:GIZZARD:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:4TOES:BEAK:RIBCAGE]
[SET_TL_GROUP:BY_CATEGORY:BEAK:BEAK]
[TL_COLOR_MODIFIER:AMBER:1:FLAX:1:GOLDEN_YELLOW:2:YELLOW:1]
[TLCM_NOUN:beak:SINGULAR]
BIRD_THRUSH_TITANIC_ROBIN Color Mod Ending With (YELLOW,1) Was Not Used
I think it should be BEAK:BONE. Beaks get the 4th tissue in the list of VERTEBRATE_TISSUE_LAYERS, which is bone for most creatures.
A large and thoroughly vicious robin-like monster. She is gigantic. Her head feathers are charcoal. Her chest feathers are auburn. Her back is beige. Her wings are charcoal. Her lower legs and feet are gray. Her eyes are black. Her beak is amber.
In what context do NPC's use interactions with the TORMENT usage hint?
Is it possible to produce a tool without quality?If the reaction to make it doesn't have a skill.
entity_HG
[OBJECT:ENTITY]
[ENTITY:LOYAL]
[INDIV_CONTROLLABLE]
[CREATURE:CANINEMAN]
[TRANSLATION:HUMAN]
[DIGGER:ITEM_WEAPON_PICK]
[WEAPON:ITEM_WEAPON_AXE_BATTLE]
[WEAPON:ITEM_WEAPON_HAMMER_WAR]
[WEAPON:ITEM_WEAPON_SPEAR]
[WEAPON:ITEM_WEAPON_MACE]
[WEAPON:ITEM_WEAPON_BOW]
[AMMO:ITEM_AMMO_ARROWS]
[WEAPON:ITEM_WEAPON_SWORD_LONG]
[WEAPON:ITEM_WEAPON_FLAIL]
[WEAPON:ITEM_WEAPON_SCIMITAR]
[WEAPON:ITEM_WEAPON_AXE_TRAINING]
[WEAPON:ITEM_WEAPON_SWORD_SHORT_TRAINING]
[WEAPON:ITEM_WEAPON_SPEAR_TRAINING]
[ARMOR:ITEM_ARMOR_BREASTPLATE:UNCOMMON]
[ARMOR:ITEM_ARMOR_MAIL_SHIRT:COMMON]
[ARMOR:ITEM_ARMOR_LEATHER:FORCED]
[ARMOR:ITEM_ARMOR_SHIRT:COMMON]
[ARMOR:ITEM_ARMOR_CLOAK:FORCED]
[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]
[HELM:ITEM_HELM_CAP:RARE]
[HELM:ITEM_HELM_HOOD:COMMON]
[HELM:ITEM_HELM_TURBAN:UNCOMMON]
[HELM:ITEM_HELM_MASK:UNCOMMON]
[HELM:ITEM_HELM_VEIL_HEAD:UNCOMMON]
[HELM:ITEM_HELM_VEIL_FACE:RARE]
[HELM:ITEM_HELM_SCARF_HEAD:UNCOMMON]
[GLOVES:ITEM_GLOVES_GAUNTLETS:COMMON]
[GLOVES:ITEM_GLOVES_GLOVES:COMMON]
[SHOES:ITEM_SHOES_SHOES:RARE]
[SHOES:ITEM_SHOES_BOOTS:COMMON]
[SHOES:ITEM_SHOES_BOOTS_LOW:COMMON]
[SHOES:ITEM_SHOES_SANDAL:COMMON]
[SHOES:ITEM_SHOES_SOCKS:COMMON]
[PANTS:ITEM_PANTS_PANTS:COMMON]
[PANTS:ITEM_PANTS_GREAVES:COMMON]
[PANTS:ITEM_PANTS_LEGGINGS:COMMON]
[PANTS:ITEM_PANTS_LOINCLOTH:COMMON]
[PANTS:ITEM_PANTS_THONG:COMMON]
[PANTS:ITEM_PANTS_SKIRT:FORCED]
[PANTS:ITEM_PANTS_SKIRT_SHORT:COMMON]
[PANTS:ITEM_PANTS_SKIRT_LONG:COMMON]
[PANTS:ITEM_PANTS_BRAIES:UNCOMMON]
[SHIELD:ITEM_SHIELD_BUCKLER]
[SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]
[TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]
[TRAPCOMP:ITEM_TRAPCOMP_ENORMOUSCORKSCREW]
[TRAPCOMP:ITEM_TRAPCOMP_SPIKEDBALL]
[TRAPCOMP:ITEM_TRAPCOMP_MENACINGSPIKE]
[TOY:ITEM_TOY_PUZZLEBOX]
[TOY:ITEM_TOY_BOAT]
[INSTRUMENT:ITEM_INSTRUMENT_FLUTE]
[INSTRUMENT:ITEM_INSTRUMENT_TRUMPET]
[INSTRUMENT:ITEM_INSTRUMENT_DRUM]
[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_POUCH]
[TOOL:ITEM_TOOL_WHEELBARROW]
[CLOTHING]
[CURRENCY:COPPER:1]
[CURRENCY:SILVER:5]
[CURRENCY:GOLD:15]
[SELECT_SYMBOL:WAR:NAME_WAR]
[SUBSELECT_SYMBOL:WAR:FREEDOM]
[SELECT_SYMBOL:BATTLE:DOMESTIC]
[SUBSELECT_SYMBOL:BATTLE:VIOLENT]
[SELECT_SYMBOL:SIEGE:NAME_SIEGE]
[SUBSELECT_SYMBOL:SIEGE:VIOLENT]
[SELECT_SYMBOL:ROAD:NAME_ROAD]
[SUBSELECT_SYMBOL:ROAD:FAMILY]
[SELECT_SYMBOL:TUNNEL:NAME_TUNNEL]
[SELECT_SYMBOL:BRIDGE:NAME_BRIDGE]
[SELECT_SYMBOL:WALL:NAME_WALL]
[CULL_SYMBOL:ALL:SUBORDINATE]
[CULL_SYMBOL:ALL:EVIL]
[CULL_SYMBOL:ALL:NEGATIVE]
[CULL_SYMBOL:ALL:NEGATOR]
[CULL_SYMBOL:ALL:RESTRAIN]
[SELECT_SYMBOL:CIV:TRUTH]
[SELECT_SYMBOL:SITE:NAME_ENTITY_TOWN_FOUNDER]
[RIVER_PRODUCTS]
[METAL_PREF]
[GEM_PREF]
[STONE_PREF]
[OUTDOOR_WOOD]
[OUTDOOR_FARMING]
[OUTDOOR_GARDENS]
[USE_ANIMAL_PRODUCTS]
[COMMON_DOMESTIC_PACK]
[COMMON_DOMESTIC_PULL]
[USE_MISC_PROCESSED_WOOD_PRODUCTS]
[EQUIPMENT_IMPROVEMENTS]
[SPHERE_ALIGNMENT:LOYALTY:512]
[SPHERE_ALIGNMENT:LOVE:456]
[SPHERE_ALIGNMENT:LIES:100]
[SPHERE_ALIGNMENT:TREACHERY:25]
[ART_FACET_MODIFIER:FANCIFUL:640]
[ART_FACET_MODIFIER:OWN_RACE:512]
[ADVENTURE_TIER:7]
[FRIENDLY_COLOR:7:0:1]
[DEFAULT_SITE_TYPE:CITY]
[LIKES_SITE:CITY]
[LIKES_SITE:CAVE_DETAILED]
[TOLERATES_SITE:CITY]
[TOLERATES_SITE:TREE_CITY]
[TOLERATES_SITE:CAVE_DETAILED]
[START_BIOME:ANY_TEMPERATE]
[START_BIOME:ANY_SHRUBLAND]
[BIOME_SUPPORT:ANY_TEMPERATE:1]
[BIOME_SUPPORT:ANY_FOREST:1]
[BIOME_SUPPORT:ANY_GRASSLAND:3]
[BIOME_SUPPORT:ANY_SAVANNA:2]
[BIOME_SUPPORT:ANY_SHRUBLAND:3]
[BIOME_SUPPORT:ANY_RIVER:4]
[PROGRESS_TRIGGER_TRADE:1]
[PROGRESS_TRIGGER_POP_SIEGE:2]
[PROGRESS_TRIGGER_PROD_SIEGE:0]
[PROGRESS_TRIGGER_TRADE_SIEGE:0]
[ACTIVE_SEASON:WINTER]
[AMBUSHER]
[MAX_STARTING_CIV_NUMBER:75]
[MAX_POP_NUMBER:10000]
[MAX_SITE_POP_NUMBER:120]
[RELIGION:PANTHEON]
[WANDERER]
[SCOUT]
[MERCENARY]
[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: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:PRESS_OIL]
[PERMITTED_REACTION:PRESS_OIL_FRUIT]
[PERMITTED_REACTION:MAKE_CLAY_HIVE]
[PERMITTED_REACTION:PRESS_HONEYCOMB]
[PERMITTED_REACTION:MAKE_WAX_CRAFTS]
[PERMITTED_REACTION:BREW_DRINK_FROM_PLANT]
[PERMITTED_REACTION:BREW_DRINK_FROM_PLANT_GROWTH]
[PERMITTED_REACTION:MAKE_MEAD]
[PERMITTED_REACTION:PROCESS_PLANT_TO_BAG]
[PERMITTED_REACTION:BRONZE_MAKING]
[PERMITTED_REACTION:BRONZE_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]
[WORLD_CONSTRUCTION:WALL]
[WORLD_CONSTRUCTION:BRIDGE]
[WORLD_CONSTRUCTION:ROAD]
[ETHIC:KILL_ENTITY_MEMBER:JUSTIFIED_IF_GOOD_REASON]
[ETHIC:KILL_NEUTRAL:JUSTIFIED_IF_NO_REPERCUSSIONS]
[ETHIC:KILL_ENEMY:ACCEPTABLE]
[ETHIC:KILL_ANIMAL:JUSTIFIED_IF_GOOD_REASON]
[ETHIC:KILL_PLANT:ACCEPTABLE]
[ETHIC:TORTURE_AS_EXAMPLE:ACCEPTABLE]
[ETHIC:TORTURE_FOR_INFORMATION:JUSTIFIED_IF_GOOD_REASON]
[ETHIC:TORTURE_FOR_FUN:SHUN]
[ETHIC:TORTURE_ANIMALS:SHUN]
[ETHIC:TREASON:PUNISH_CAPITAL]
[ETHIC:OATH_BREAKING:PUNISH_REPRIMAND]
[ETHIC:LYING:MISGUIDED]
[ETHIC:VANDALISM:PUNISH_REPRIMAND]
[ETHIC:TRESPASSING:PUNISH_REPRIMAND]
[ETHIC:THEFT:PUNISH_SERIOUS]
[ETHIC:ASSAULT:PUNISH_SERIOUS]
[ETHIC:SLAVERY:APPALLING]
[ETHIC:EAT_SAPIENT_OTHER:MISGUIDED]
[ETHIC:EAT_SAPIENT_KILL:UNTHINKABLE]
[ETHIC:MAKE_TROPHY_SAME_RACE:ACCEPTABLE]
[ETHIC:MAKE_TROPHY_SAPIENT:ACCEPTABLE]
[ETHIC:MAKE_TROPHY_ANIMAL:ACCEPTABLE]
[VALUE:LAW:0]
[VALUE:LOYALTY:20]
[VALUE:FAMILY:25]
[VALUE:FRIENDSHIP:30]
[VALUE:POWER:-5]
[VALUE:TRUTH:10]
[VALUE:CUNNING:-10]
[VALUE:ELOQUENCE:-10]
[VALUE:FAIRNESS:15]
[VALUE:DECORUM:-12]
[VALUE:TRADITION:0]
[VALUE:ARTWORK:0]
[VALUE:COOPERATION:15]
[VALUE:INDEPENDENCE:0]
[VALUE:STOICISM:-30]
[VALUE:INTROSPECTION:0]
[VALUE:SELF_CONTROL:0]
[VALUE:TRANQUILITY:0]
[VALUE:HARMONY:5]
[VALUE:MERRIMENT:20]
[VALUE:CRAFTSMANSHIP:-10]
[VALUE:MARTIAL_PROWESS:25]
[VALUE:SKILL:12]
[VALUE:HARD_WORK:0]
[VALUE:SACRIFICE:0]
[VALUE:COMPETITION:0]
[VALUE:PERSEVERENCE:0]
[VALUE:LEISURE_TIME:0]
[VALUE:COMMERCE:-20]
[VALUE:ROMANCE:15]
[VALUE:NATURE:0]
[VALUE:PEACE:7]
[WILL_ACCEPT_TRIBUTE]
[VARIABLE_POSITIONS:ALL]
[SITE_VARIABLE_POSITIONS:ALL]
[BUILDS_OUTDOOR_FORTIFICATIONS]
[BANDITRY:3]
[STONE_SHAPE:ROUND_CABOCHON]
[STONE_SHAPE:CUSHION_CABOCHON]
[STONE_SHAPE:RECTANGULAR_CABOCHON]
[GEM_SHAPE:OVAL_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]
creature_HG
[OBJECT:CREATURE]
[CREATURE:CANINEMAN]
[DESCRIPTION:A medium sized humanoid with the features of a dog or wolf.]
[NAME:canineman:caninemen:canineman]
[CASTE_NAME:dogman:dogmen:dogman]
[CHILD:8][GENERAL_CHILD_NAME:caniman pup:caniman cubs]
[CREATURE_TILE:'D'][COLOR:6:0:0]
[CAN_LEARN][CAN_SPEAK][LIKES_FIGHTING][MUNDANE]
[INTELLIGENT][ODOR_STRING:canine]
[CANOPENDOORS][EQUIPS]
[PHYS_ATT_RANGE:STRENGTH:450:950:1150:1250:1350:1550:2250] +
[PHYS_ATT_RANGE:ENDURANCE:450:950:1150:1250:1350:1550:2250] +
[MENT_ATT_RANGE:ANALYTICAL_ABILITY:150:600:800:900:1000:1100:1500] -
[MENT_ATT_RANGE:SOCIAL_AWARENESS:700:1200:1400:1500:1600:1800:2500] ++
[PERSONALITY:CHEER_PROPENSITY:0:55:100]
[PERSONALITY:LUST_PROPENSITY:0:60:100]
[PERSONALITY:POLITENESS:0:45:100]
[PERSONALITY:EMOTIONALLY_OBSESSIVE:0:65:100]
[APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:900:711:521:293:1900:2900] 30 kph
[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:5951:5419:4898:1463:6944:8233] 6 kph
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
[PREFSTRING:sense of loyalty]
[BODY:HUMANOID_NECK:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:4FINGERS:4TOES: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:CLAW:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:CLAW:CLAW_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:FINGER:CLAW:FRONT]
[TISSUE_LAYER:BY_CATEGORY:TOE:CLAW: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:0:0:6000]
[BODY_SIZE:8:0:55000]
[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:40:80]
[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:115]
[ATTACK_FLAG_EDGE]
[ATTACK_PREPARE_AND_RECOVER:1:4]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_CANLATCH]
[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_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:MAIN]
[DIURNAL]
[HOMEOTHERM:10067]
[SWIMS_LEARNED]
[NATURAL_SKILL:SWIMMING:2]
[MANNERISM_FINGERS:finger:fingers]
[MANNERISM_NOSE:nose]
[MANNERISM_EAR:ear]
[MANNERISM_HEAD:head]
[MANNERISM_EYES:eyes]
[MANNERISM_MOUTH:mouth]
[MANNERISM_HAIR:fur]
[MANNERISM_LIPS:lips]
[MANNERISM_CHEEK:cheek]
[MANNERISM_NAILS:nails]
[MANNERISM_FEET:paws]
[MANNERISM_ARMS:arms]
[MANNERISM_HANDS:paws]
[MANNERISM_TONGUE:tongue]
[MANNERISM_LEG:leg]
[MANNERISM_LAUGH]
[MANNERISM_SMILE]
[MANNERISM_WALK]
[MANNERISM_SIT]
[MANNERISM_BREATH]
[MANNERISM_POSTURE]
[MANNERISM_STRETCH]
[MANNERISM_EYELIDS]
[SPOUSE_CONVERSION_TARGET]
[CASTE:FEMALE]
[FEMALE][POP_RATIO:2]
[CASTE:MALE]
[MALE][POP_RATIO:3][ORIENTATION:MALE:66:33:11]
[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_UPPER:HAIR]
[PLUS_TL_GROUP:BY_CATEGORY:ARM_UPPER: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:fur: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:HAND:HAIR]
[PLUS_TL_GROUP:BY_CATEGORY:FINGER: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:upper paws:PLURAL]
[SET_TL_GROUP:BY_CATEGORY:FOOT:HAIR]
[PLUS_TL_GROUP:BY_CATEGORY:TOE: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:lower 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]
I've seen humans fight over grazing rights. I think it has to do with the new site variable positions, but I'm not sure.Oh... :-[
Hey arkfallen, is this for a mod you are releasing publicly? I would love to have dogmen in my game.I probably won't release it as a mod, but I did fix some of the typos and bugs in the post above. I haven't encountered them in fort mode so I don't know if they need any more entity tweaks but they are solid creature wise. Like Gregor I mostly mod to make my own game more interesting.
Sooo.... which bug or misplaced tag it was that caused
- animal nervous tissue to appeal in the wool-yarn category
- fat / fatty to appear in the leather category
- game thinks creature or dwarf civilization is DRAGONFLY?
And where is the info about hardcoded evil soil/clay/sand ? (random adjective + filth/murk/sludge ash etc.)
I am currently halfway in updating the OldGenesis mod (Deon + me) to 0.40.
660 creatures to put gait and recover tags.
You've accidentally duplicated an entry.Probably more than one. Check your error log. Also, the evil sludges etc are weather effects - rains and clouds.
Just ROCK:NONE:material:tokens? I don't think you can exclude your reagents to specifically non-sharp rocks, but you probably don't have a lot of the unsharpened adv-mode knap-type small rocks lying around in fortress mode anyway.
How would I go about using sharpened stones in a reaction? I know how I would go about creating them, but not how I'd use them as reagents.Here's one stone reaction for you to gaze upon:
Finding the suitable rocks are the hard part, anyway. Maybe restrict the input to only really hard stones like obsidian, jasper and the actual irl tool stones?I have researched which stones are good for tools, 2-4 years ago: search for [REACTION_CLASS:EDGEDWEAPONROCK] in OldGenesis raws.
Maybe I should have mentioned I'm currently working on adventure mode reactions :p Well, damnit. Would have been neat to be able to craft a rock knife out of a sharpened stone and some raw hide or something like that.
This is my first time seriously modding something. Specifically, I'm trying to make a 'radioactive spider' that turns whatever it bites into a Spider[man] (not like in-game spider men, but like the superhero). Is there any way to add tokens to a creature through a syndrome? I'm having a bit of trouble understanding the wiki.Wiki implies, CE_ADD_TAG to grant stuff like flying or nopain or nonausea or nobleeding(?) or better visionrange. Cannot find any examples on Google!
[CE_CAN_DO_INTERACTION:START:0]
[CDI:ADV_NAME:Spray web]
[CDI:INTERACTION:MATERIAL_EMISSION]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_TYPE:GRASP]
[CDI:MATERIAL:CREATURE_MAT:SPIDER_CAVE_GIANT:SILK:WEB_SPRAY]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:5]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:300]
Just a general question: is it possible to turn the beastman races into full-fledged civilizations?Yes, in fact, check out Blood for Armok because I already have.
Just a general question: is it possible to turn the beastman races into full-fledged civilizations?Yes, in fact, check out Blood for Armok because I already have.
Is there a way to make regions of the world have more sane names, than something like "Scintillating March"?FYI: http://en.wikipedia.org/wiki/March_(territory)
So I tried to make a peaceful_intermittent animal and the error log says it isn't recognized, i've triple checked the spelling.What's the full sound token you're trying to add?
Actually, I thought about making each kind of beastmen have its own civ, not them all being a single one.They all have the same type of government and ethics, but each beastman has its own group. There are almost always 5 beastman civs per world, so five kinds of beastmen.
I am horrible at modding but I love the megabeasts you guys come up with. Can someone tell me the changes I need to make to the custom beasts to have them in the new version? I know I need to add necks and smell but can't think of anything else...
So I tried to make a peaceful_intermittent animal and the error log says it isn't recognized, i've triple checked the spelling.What's the full sound token you're trying to add?
[SOUND:PEACEFUL_INTERMITTENT:10:1:NONE:ER 404 NO FAE RING DETECTED:ER 404 NO FAE RING DETECTED:ER 404 NO FAE RING DETECTED]Try [SOUND:PEACEFUL_INTERMITTENT:50:15000:VOCALIZATION:bark:barks:a bark]
[SOUND:PEACEFUL_INTERMITTENT:10:1:NONE:ER 404 NO FAE RING DETECTED:ER 404 NO FAE RING DETECTED:ER 404 NO FAE RING DETECTED]Try [SOUND:PEACEFUL_INTERMITTENT:50:15000:VOCALIZATION:bark:barks:a bark]
I think the NONE in your is messing it up.
First number is loudness (distance in squares), second is time ticks. (vanilla: 1000 for alarm, 10000 peaceful).
More from my OldGenesis orc citizens:Spoiler (click to show/hide)
Y'all can have my ready-for-copypaste GAITS template:Spoiler (click to show/hide)
[GROWTH_PRINT:'%':7:4:0:1:120000:200000:3]
I've been trying to remove/reduce butchery products. It seems that every single body part and organ is removed and prepared despite my best attempts.Couple problems with this. First of all, it's supposed to take an ITEM token, not a material token. I.e. ITEM:ITEM_SUB_TYPE, so there's no place to specify material. The material is just the material you are putting the token in. The second field is item subtype, which stone doesn't have one of, so it gets ignored.
I tried to add [BUTCHER_SPECIAL:STONE:WHITE_GAS] to all the appropriate tissues,(WHITE_GAS uses a boiling rock template) This results in meat rocks, as it does not appear that the game is giving it the proper material.
Anyone know any workarounds to this?
-SNIP- didn't realize there was a thread for creatures and entitiesIt doesn't really matter, we use this thread for everything.
I was just going through and updating my offline wiki when I saw NO_GENDER, and it's in my old wiki too. Was there a point in this tag because I thought leaving [MALE][FEMALE] out was enough to make it genderless?It will correctly identify the creature as genderless and referr to the creature as "it". I guess you also don't risk strange bugs with breeding by using it.
Actually, I believe NO_GENDER is mostly a legacy token. It's not used in the standard raws, such as for the bronze colossus, though it is used in the generated raws. I guess you can use it to remove genders from selected castes if you have a complex caste setup.I was just going through and updating my offline wiki when I saw NO_GENDER, and it's in my old wiki too. Was there a point in this tag because I thought leaving [MALE][FEMALE] out was enough to make it genderless?It will correctly identify the creature as genderless and referr to the creature as "it". I guess you also don't risk strange bugs with breeding by using it.
*** Error(s) found in the file "data/save/region1/raw/objects/creature_metahuman.txt"
DRAGONEWT:Tissue layer not added because no BP found: BY_CATEGORY:TAIL:SCALE
DRAGONEWT:Tissue layer not added because no BP found: BY_CATEGORY:LWING:SCALE
DRAGONEWT:Tissue layer not added because no BP found: BY_CATEGORY:RWING:SCALE
[BODY:HUMANOID_NECK:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:TONGUE:FACIAL_FEATURES:TEETH:RIBCAGE:2WINGS:]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:HEAD_HAIR_TISSUE_LAYERS]
[USE_TISSUE_TEMPLATE:EYEBROW:EYEBROW_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:HEAD:EYEBROW:ABOVE:BY_CATEGORY:EYE]
[USE_TISSUE_TEMPLATE:EYELASH:EYELASH_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:EYELID:EYELASH:FRONT]
[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:FINGER:NAIL:FRONT]
[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]
[USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE]
[USE_TISSUE_TEMPLATE:SCALE:SCALE_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:LEG_UPPER:SCALE]
[TISSUE_LAYER:BY_CATEGORY:LEG_LOWER:SCALE]
[TISSUE_LAYER:BY_CATEGORY:ARM_UPPER:SCALE]
[TISSUE_LAYER:BY_CATEGORY:ARM_LOWER:SCALE]
[TISSUE_LAYER:BY_CATEGORY:TAIL:SCALE]
[TISSUE_LAYER:BY_CATEGORY:LWING:SCALE]
[TISSUE_LAYER:BY_CATEGORY:RWING:SCALE]
Thanks for the help!
The first problem is that it doesn't have a tail; the second is that I'm not sure if LWING and RWING are the correct categories (I think the category might just be WING, while those two are tokens, so you want BY_TOKEN if you want those; or you could just use BY_CATEGORY:WING)I know people must say this a lot, but you are awesome Putnam, thanks!
For anybody who knows a bit about source code:
Does the worldgen algorithm determine every single game tile at worldgen at some point (such as, after rivers, prior to erosion)? Or does it only go down to embark tile resolution, and then interpolate the fine details ONLY when you go to start a fort or your adventurer approaches an area (similar to, say, minecraft)?
Throwing together some Adventure Mode reactions I came across the [METAL_ARMOR_LEVELS] and [CHAIN_METAL_TEXT] tags for armor/clothing, which I hadn't seen being used in various mods I've browsed through.
I am working on creating an interaction that applies a new effect every time the interaction is applied. Basically, the goal is to use it in adventure mode to balance certain utilities like magic; cast a spell once, you get a headache, cast another, you begin to get dizzy etc.
I tried to accomplish this by applying new tags that won't have a noticeable effect on an adventurer, like [NO_FEAR] and [LIKES_FIGHTING]. The interaction is then structured as having multiple targets (though all are SELF_ONLY). Under each of these targets is [IT_REQUIRES:WHATEVER]. Each time the interaction runs, it will add the tag that fulfills the IT_REQUIRES for the next level of the interaction.
However, I just can't seem to get the interaction to actually respect the IT_REQUIRES in the arena. It seems to apply all three levels of the interaction, even if it does not meet the criteria for any of them. Any ideas why this would happen? The interaction is posted in the spoiler below.
You know, I find myself wanting to throw hug and handshake interactions in to go with the spit one, but I don't quite want to use USAGE_HINT:GREETING for the hugs. Is there some kind of positive social response usage hint or something?Exists [CDI:USAGE_HINT:CLEAN_SELF] and CDI:USAGE_HINT:CLEAN_FRIEND], try clean_friend, it is pretty close.
This chart stops progressing once it hits 87+, and the numbers are probably a little slow compared to a reasonable tile size, but there had to be some give in both directions until we handle creatures that can move more than one tile per click. Listed speed is the approximate top speed without att/size boosts (from wherever it was located on the internet etc.).
9000:8900:8825:8775:9500:9900] 1 kph
8390:8204:8040:4388:8989:9567] 2 kph
7780:7508:7254:2925:8478:9233] 3 kph
7171:6811:6469:2193:7967:8900] 4 kph
6561:6115:5683:1755:7456:8567] 5 kph
5951:5419:4898:1463:6944:8233] 6 kph
5341:4723:4112:1254:6433:7900] 7 kph
4732:4026:3327:1097:5922:7567] 8 kph
4122:3330:2541:975:5411:7233] 9 kph
3512:2634:1756:878:4900:6900] 10 kph
3251:2446:1640:798:4600:6500] 11 kph
2990:2257:1525:731:4300:6100] 12 kph
2728:2069:1409:675:4000:5700] 13 kph
2467:1880:1294:627:3700:5300] 14 kph
2206:1692:1178:585:3400:4900] 15 kph
1945:1504:1062:548:3100:4500] 16 kph
1683:1315:947:516:2800:4100] 17 kph
1422:1127:831:488:2500:3700] 18 kph
1161:938:716:462:2200:3300] 19 kph
900:750:600:439:1900:2900] 20 kph
900:746:592:418:1900:2900] 21 kph
900:742:584:399:1900:2900] 22 kph
900:738:576:382:1900:2900] 23 kph
900:734:568:366:1900:2900] 24 kph
900:730:561:351:1900:2900] 25 kph
900:726:553:338:1900:2900] 26 kph
900:722:545:325:1900:2900] 27 kph
900:718:537:313:1900:2900] 28 kph
900:714:529:303:1900:2900] 29 kph
900:711:521:293:1900:2900] 30 kph
900:707:513:283:1900:2900] 31 kph
900:703:505:274:1900:2900] 32 kph
900:699:497:266:1900:2900] 33 kph
900:695:489:258:1900:2900] 34 kph
900:691:482:251:1900:2900] 35 kph
900:687:474:244:1900:2900] 36 kph
900:683:468:237:1900:2900] 37 kph
900:679:458:231:1900:2900] 38 kph
900:675:450:225:1900:2900] 39 kph
900:657:438:219:1900:2900] 40 kph
900:642:428:214:1900:2900] 41 kph
900:627:418:209:1900:2900] 42 kph
900:612:408:204:1900:2900] 43 kph
900:597:398:199:1900:2900] 44 kph
900:585:390:195:1900:2900] 45 kph
900:573:382:191:1900:2900] 46 kph
900:561:374:187:1900:2900] 47 kph
900:549:366:183:1900:2900] 48 kph
900:537:358:179:1900:2900] 49 kph
900:528:352:176:1900:2900] 50 kph
900:519:346:173:1900:2900] 51 kph
900:507:338:169:1900:2900] 52 kph
900:498:332:166:1900:2900] 53 kph
900:489:326:163:1900:2900] 54 kph
900:480:320:160:1900:2900] 55 kph
900:471:314:157:1900:2900] 56 kph
900:462:308:154:1900:2900] 57 kph
900:453:302:151:1900:2900] 58 kph
900:447:298:149:1900:2900] 59 kph
900:438:292:146:1900:2900] 60 kph
900:432:288:144:1900:2900] 61 kph
900:426:284:142:1900:2900] 62 kph
900:417:278:139:1900:2900] 63 kph
900:411:274:137:1900:2900] 64 kph
900:405:270:135:1900:2900] 65 kph
900:399:266:133:1900:2900] 66 kph
900:393:262:131:1900:2900] 67 kph
900:387:258:129:1900:2900] 68 kph
900:381:254:127:1900:2900] 69 kph
900:375:250:125:1900:2900] 70 kph
900:372:248:124:1900:2900] 71 kph
900:366:244:122:1900:2900] 72 kph
900:360:240:120:1900:2900] 73 kph
900:357:238:119:1900:2900] 74 kph
900:351:234:117:1900:2900] 75 kph
900:345:230:115:1900:2900] 76 kph
900:342:228:114:1900:2900] 77 kph
900:336:224:112:1900:2900] 78 kph
900:333:222:111:1900:2900] 79 kph
900:327:218:109:1900:2900] 80 kph
900:324:216:108:1900:2900] 81 kph
900:321:214:107:1900:2900] 82 kph
900:315:210:105:1900:2900] 83 kph
900:312:208:104:1900:2900] 84 kph
900:309:206:103:1900:2900] 85 kph
900:306:204:102:1900:2900] 86 kph
900:300:200:100:1900:2900] 87+ kph
How exactly do you get to the FB Titan and Demon raws after generating a world? I know that TheFlame52 grabbed some demons from a genned world and stuck em into his mod, how would I go about doing it with FBs Titans and Demons?
How exactly do you get to the FB Titan and Demon raws after generating a world? I know that TheFlame52 grabbed some demons from a genned world and stuck em into his mod, how would I go about doing it with FBs Titans and Demons?
They're in the world.dat in each save folder. You can't use the tags associated with FB's, titans and demons but iirc, at least demons are generatable by using [UNDERGROUND_DEPTH:5:5] and [FLIER], which lets them swarm out of hell along with the generated demons.
Titans are like overworld megabeasts, and presumably they would be simulated with actual megabeasts.
How exactly do you get to the FB Titan and Demon raws after generating a world? I know that TheFlame52 grabbed some demons from a genned world and stuck em into his mod, how would I go about doing it with FBs Titans and Demons?
They're in the world.dat in each save folder. You can't use the tags associated with FB's, titans and demons but iirc, at least demons are generatable by using [UNDERGROUND_DEPTH:5:5] and [FLIER], which lets them swarm out of hell along with the generated demons.
Titans are like overworld megabeasts, and presumably they would be simulated with actual megabeasts.
Do you mean the world.sav file? And is there something special you have to do to open it, cause when I open it through wordpad, it's ust a bunch of gibberish.
How exactly do you get to the FB Titan and Demon raws after generating a world? I know that TheFlame52 grabbed some demons from a genned world and stuck em into his mod, how would I go about doing it with FBs Titans and Demons?
They're in the world.dat in each save folder. You can't use the tags associated with FB's, titans and demons but iirc, at least demons are generatable by using [UNDERGROUND_DEPTH:5:5] and [FLIER], which lets them swarm out of hell along with the generated demons.
Titans are like overworld megabeasts, and presumably they would be simulated with actual megabeasts.
Do you mean the world.sav file? And is there something special you have to do to open it, cause when I open it through wordpad, it's ust a bunch of gibberish.
The world.dat needs to be uncompressed to see the raws.
How exactly do you get to the FB Titan and Demon raws after generating a world? I know that TheFlame52 grabbed some demons from a genned world and stuck em into his mod, how would I go about doing it with FBs Titans and Demons?
They're in the world.dat in each save folder. You can't use the tags associated with FB's, titans and demons but iirc, at least demons are generatable by using [UNDERGROUND_DEPTH:5:5] and [FLIER], which lets them swarm out of hell along with the generated demons.
Titans are like overworld megabeasts, and presumably they would be simulated with actual megabeasts.
Do you mean the world.sav file? And is there something special you have to do to open it, cause when I open it through wordpad, it's ust a bunch of gibberish.
The world.dat needs to be uncompressed to see the raws.
How would you go about doing that?
How exactly do you get to the FB Titan and Demon raws after generating a world? I know that TheFlame52 grabbed some demons from a genned world and stuck em into his mod, how would I go about doing it with FBs Titans and Demons?
They're in the world.dat in each save folder. You can't use the tags associated with FB's, titans and demons but iirc, at least demons are generatable by using [UNDERGROUND_DEPTH:5:5] and [FLIER], which lets them swarm out of hell along with the generated demons.
Titans are like overworld megabeasts, and presumably they would be simulated with actual megabeasts.
Do you mean the world.sav file? And is there something special you have to do to open it, cause when I open it through wordpad, it's ust a bunch of gibberish.
The world.dat needs to be uncompressed to see the raws.
How would you go about doing that?
It's the setting [COMPRESSED_SAVES:YES] in the /data/init/init.txt. To generate worlds with uncompressed saves, it should be switched to NO.
You can also view the raws (both compressed and uncompressed) with DFHack, though it's not out yet for the current version.
Um.
Is there a guide for 0.34 -> 0.40 adaptation?
Um.Here's my notes for you. I am 90% done updating OLDGENESIS. Takes like... 18-28 hours to update a very extensive mod into 0.40.
Is there a guide for 0.34 -> 0.40 adaptation?
How does one find tokens? Like is there lists of tokens? I am aware of the wiki and how it lists all known tokens but I was wondering where they were found? Was it people just digging through raws and picking them out one at a time? Or is there some sort of official list I am missing?
I need help with commanding something
[GROWTH_PRINT:0:6:2:0:0:ALL:1]
[GROWTH_PRINT:0:'*':6:0:0:NONE]
on trees so they won't look like crap in Ironhand/Phoebus. Help! How do they work!
0-5 is not the tile number in the tileset, tree leaves seem to use 59 tile and 172 tile.
Tiles for the parts of trees.
[TREE_ROOT_SLOPING:127]
[TREE_TRUNK_SLOPING:127]
[TREE_ROOT_SLOPING_DEAD:127]
[TREE_TRUNK_SLOPING_DEAD:127]
[TREE_ROOTS:172] etc
I need help with commanding something0:6:2:0:0:ALL:1
[GROWTH_PRINT:0:6:2:0:0:ALL:1]
[GROWTH_PRINT:0:'*':6:0:0:NONE]
on trees so they won't look like crap in Ironhand/Phoebus. Help! How do they work!
0-5 is not the tile number in the tileset, tree leaves seem to use 59 tile and 172 tile.
So I remember there being a problem with reactions not creating left/right gauntlets. It would just result in generic gauntlets that could not be worn. Is this, uhm, fixed now?I'm pretty sure it isn't.
Um. Can be wrong, or understood the problem wrong, but have you tried the d_init file editing? there'sOh! Tiles hidden away from the raws! Thanks Ant.
:0:6 - The tiles used for the growth - the first is for the growth on the tree, plant, etc, and the second is for the picked growth.Many thanks Knight Otu!
If the first number is 0, the growth simply colors its host tile (usually normal branches and twigs, the 1/4 and ; tiles).
:ALL - The timing of when the particular growth print should be used, in DF time units. Usually two numbers, but ALL and NONE can be substituted.
[CREATURE:TROLL_ALTERNIA]
[DESCRIPTION:A medium-sized gray-skinned creature with two horns from the planet Alternia.]
[NAME:troll:trolls:trollish]
[CREATURE_TILE:'T']
[COLOR:7:0:0]
[INTELLIGENT]
[CREATURE_CLASS:SBURBABLE]
[CANOPENDOORS]
[MUNDANE]
[BENIGN]
[CREATURE_CLASS:INCESTUOUS_SLURRY]
[PREFSTRING:horns]
[PREFSTRING:blood-pigmented eyes]
[PREFSTRING:complex romance entertainment]
[PHYS_ATT_RANGE:AGILITY:500:600:800:1000:1550:2000:5000] some will be freakishly fast. This is intentional.
[PHYS_ATT_RANGE:TOUGHNESS:1050:1150:1250:1350:1450:1650:5000] And freakishly everything else. IIRC, these are bell curve distributions, so emphasis on some.
[MENT_ATT_RANGE:ANALYTICAL_ABILITY:450:950:1150:1250:1350:1550:5000]
[MENT_ATT_RANGE:FOCUS:700:1200:1400:1500:1600:1800:5000]
[MENT_ATT_RANGE:CREATIVITY:450:550:750:850:1000:1250:5000]
[MENT_ATT_RANGE:PATIENCE:450:950:1150:1250:1350:1550:5000]
[MENT_ATT_RANGE:MEMORY:450:950:1150:1250:1350:1550:5000]
[MENT_ATT_RANGE:SPATIAL_SENSE:700:1200:1400:1500:1600:1800:5000]
[MENT_ATT_RANGE:WILLPOWER:1000:1200:1400:1500:1600:2000:5000]
[PERSONALITY:VIOLENT:0:75:100]
[SKILL_RATE:DESIGNBUILDING:500:NONE:NONE:NONE]
[PROFESSION_NAME:BLOWGUNMAN:gamblignant:gamblignants]
[PROFESSION_NAME:MASTER_BLOWGUNMAN:high gamblignant:high gamblignants]
[SPEECH:fortbent/threats/troll.txt]
[BODY_DETAIL_PLAN:TROLL_MATERIALS]
[USE_MATERIAL_TEMPLATE:HORN:HORN_TEMPLATE]
[BODY_DETAIL_PLAN:TROLL_TISSUES]
[CASTE_NAME:troll:trolls:trollish]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]
[USE_TISSUE_TEMPLATE:HORN:HORN_TEMPLATE]
[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_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[USE_MATERIAL_TEMPLATE:SWEAT:SWEAT_TEMPLATE]
[USE_MATERIAL_TEMPLATE:TEARS:TEARS_TEMPLATE]
[USE_MATERIAL_TEMPLATE:SPIT:SPIT_TEMPLATE]
[CASTE:MALE_MUTANT][CASTE:FEMALE_MUTANT]
[CASTE:MALE_RED][CASTE:FEMALE_RED]
[CASTE:MALE_BROWN][CASTE:FEMALE_BROWN]
[CASTE:MALE_YELLOW][CASTE:FEMALE_YELLOW]
[CASTE:MALE_LIME_GREEN][CASTE:FEMALE_LIME_GREEN]
[CASTE:MALE_JADE_GREEN][CASTE:FEMALE_JADE_GREEN]
[CASTE:MALE_DARK_GREEN][CASTE:FEMALE_DARK_GREEN]
[CASTE:MALE_TEAL][CASTE:FEMALE_TEAL]
[CASTE:MALE_LIGHTBLUE][CASTE:FEMALE_LIGHTBLUE]
[CASTE:MALE_DARKBLUE][CASTE:FEMALE_DARKBLUE]
[CASTE:MALE_DARKPURPLE][CASTE:FEMALE_DARKPURPLE]
[CASTE:MALE_SEADWELLER_PURPLE][CASTE:FEMALE_SEADWELLER_PURPLE]
[CASTE:MALE_TYRIAN_PURPLE][CASTE:FEMALE_TYRIAN_PURPLE]
[CASTE:MALE_BROWN_WINGED][CASTE:FEMALE_BROWN_WINGED]
[SELECT_CASTE:ALL]
[BODY:HUMANOID_NECK:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:TONGUE:FACIAL_FEATURES:TEETH:RIBCAGE:2HEAD_HORN]
[SELECT_CASTE:MALE_BROWN_WINGED]
[SELECT_ADDITIONAL_CASTE:FEMALE_BROWN_WINGED]
[CASTE_NAME:winged troll (brown):winged trolls (brown):troll]
[BODY:2WINGS]
[APPLY_CREATURE_VARIATION:STANDARD_FLYING_GAITS:900:675:450:225:1900:2900] 39 kph
[DESCRIPTION:A medium-sized gray-skinned creature that has been blessed with a pair of wings and once lived on Alternia.]
[SELECT_CASTE:MALE_SEADWELLER_PURPLE]
[SELECT_ADDITIONAL_CASTE:FEMALE_SEADWELLER_PURPLE]
[SELECT_ADDITIONAL_CASTE:MALE_TYRIAN_PURPLE]
[SELECT_ADDITIONAL_CASTE:FEMALE_TYRIAN_PURPLE]
[BODY:2FRONDS]
[DESCRIPTION:A medium-sized gray-skinned creature with two horns and a pair of frond-like gills from the planet Alternia.]
[SWIMS_INNATE][NATURAL_SKILL:SWIMMING:5]
[SELECT_CASTE:ALL]
[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
[SWIMS_LEARNED]
[BODY_SIZE:0:0:1000]
[BODY_SIZE:2:61:17500]
[BODY_SIZE:13:0:55000]
[BODY_SIZE:15:61:70000]
[CREATURE_CLASS:GENERAL_POISON]
[BODY_DETAIL_PLAN:TROLL_MATERIALS]
[USE_MATERIAL_TEMPLATE:HORN:HORN_TEMPLATE]
[BODY_DETAIL_PLAN:TROLL_TISSUES]
[CASTE_NAME:troll:trolls:trollish]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS_FRONDS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]
[USE_TISSUE_TEMPLATE:EYEBROW:EYEBROW_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:HEAD:EYEBROW:ABOVE:BY_CATEGORY:EYE]
[USE_TISSUE_TEMPLATE:EYELASH:EYELASH_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:EYELID:EYELASH:FRONT]
[APPLY_CREATURE_VARIATION:NAIL_MATERIALS]
[APPLY_CURRENT_CREATURE_VARIATION]
[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_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[SECRETION:LOCAL_CREATURE_MAT:SWEAT:LIQUID:BY_CATEGORY:ALL:SKIN:EXERTION]
[SECRETION:LOCAL_CREATURE_MAT:TEARS:LIQUID:BY_CATEGORY:EYE:ALL:EXTREME_EMOTION]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Spit]
[CDI:USAGE_HINT:NEGATIVE_SOCIAL_RESPONSE]
[CDI:USAGE_HINT:TORMENT]
[CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
[CDI:MATERIAL:LOCAL_CREATURE_MAT:SPIT:LIQUID_GLOB]
[CDI:VERB:spit:spits:NA]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:30]
[HAS_NERVES]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[BODY_APPEARANCE_MODIFIER:HEIGHT:85:95:98:100:102:105:130]
[APP_MOD_IMPORTANCE:300]
[BODY_APPEARANCE_MODIFIER:BROADNESS:75:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:300]
[SET_BP_GROUP:BY_CATEGORY:LIP]
[BP_APPEARANCE_MODIFIER:THICKNESS:50:70:90:100:110:130:200]
[APP_MOD_NOUN:lips:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:150:190]
[SET_BP_GROUP:BY_CATEGORY:NOSE]
[BP_APPEARANCE_MODIFIER:BROADNESS:25:70:90:100:110:130:200]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[BP_APPEARANCE_MODIFIER:LENGTH:25:70:90:100:110:130:200]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[BP_APPEARANCE_MODIFIER:UPTURNED:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:CONVEX:0:70:90:100:110:130:200]
[APP_MOD_NOUN:cartilage nub bone bridge:SINGULAR]
[SET_BP_GROUP:BY_CATEGORY:EAR]
[BP_APPEARANCE_MODIFIER:SPLAYED_OUT:0:70:90:100:110:130:200]
[APP_MOD_NOUN:hear tubes:PLURAL]
[BP_APPEARANCE_MODIFIER:HANGING_LOBES:0:70:90:100:110:130:200]
[APP_MOD_NOUN:hear tubes:PLURAL]
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_NOUN:hear tubes:PLURAL]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_NOUN:hear tubes:PLURAL]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[SET_BP_GROUP:BY_CATEGORY:TOOTH]
[BP_APPEARANCE_MODIFIER:GAPS:0:70:90:100:110:130:200]
[APP_MOD_NOUN:teeth:PLURAL]
[SET_BP_GROUP:BY_CATEGORY:SKULL]
[SET_BP_GROUP:BY_CATEGORY:HORN]
[BP_APPEARANCE_MODIFIER:HEIGHT:10:70:90:100:110:130:200]
[APP_MOD_NOUN:horns:PLURAL]
[BP_APPEARANCE_MODIFIER:THICKNESS:10:70:90:100:110:130:200]
[APP_MOD_NOUN:horns:PLURAL]
[BP_APPEARANCE_MODIFIER:LENGTH:10:70:90:100:110:130:200]
[APP_MOD_NOUN:horns:PLURAL]
[BP_APPEARANCE_MODIFIER:SPLAYED_OUT:0:70:90:100:110:130:200]
[APP_MOD_NOUN:horns:PLURAL]
[BP_APPEARANCE_MODIFIER:UPTURNED:0:70:90:100:110:130:200]
[APP_MOD_NOUN:horns:PLURAL]
[BP_APPEARANCE_MODIFIER:CLOSE_SET:0:70:90:100:110:130:200]
[APP_MOD_NOUN:horns:PLURAL]
[BP_APPEARANCE_MODIFIER:BROADNESS:10:70:90:100:110:130:200]
[APP_MOD_NOUN:horns:PLURAL]
[BP_APPEARANCE_MODIFIER:ROUND_VS_NARROW:10:50:90:100:110:130:200]
[APP_MOD_NOUN:horns:PLURAL]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HORN]
[TISSUE_LAYER_APPEARANCE_MODIFIER:CURLY:0:70:90:100:110:130:200]
[APP_MOD_NOUN:horns:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]
[SET_BP_GROUP:BY_CATEGORY:THROAT]
[BP_APPEARANCE_MODIFIER:DEEP_VOICE:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:RASPY_VOICE:0:70:90:100:110:130:200]
[SET_BP_GROUP:BY_CATEGORY:HEAD]
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[BABY:2:61]
[GENERAL_BABY_NAME:wiggler:wigglers]
[CHILD:13]
[GENERAL_CHILD_NAME:young troll:young trolls]
[BABYNAME:wiggler:wigglers]
[EQUIPS]
[DIURNAL]
[SMELL_TRIGGER:90]
[HOMEOTHERM:10067]
[MANNERISM_FINGERS:finger:fingers]
[MANNERISM_NOSE:nose]
[MANNERISM_EAR:hear duct]
[MANNERISM_HEAD:head]
[MANNERISM_EYES:eyes]
[MANNERISM_MOUTH:mouth]
[MANNERISM_HAIR:hair]
[MANNERISM_KNUCKLES:knuckles]
[MANNERISM_LIPS:lips]
[MANNERISM_CHEEK:cheek]
[MANNERISM_NAILS:nails]
[MANNERISM_FEET:feet]
[MANNERISM_ARMS:arms]
[MANNERISM_HANDS:hands]
[MANNERISM_TONGUE:tongue]
[MANNERISM_LEG:leg]
[MANNERISM_LAUGH]
[MANNERISM_SMILE]
[MANNERISM_WALK]
[MANNERISM_SIT]
[MANNERISM_BREATH]
[MANNERISM_POSTURE]
[MANNERISM_STRETCH]
[MANNERISM_EYELIDS]
[SPOUSE_CONVERSION_TARGET]
[SELECT_CASTE:MALE_MUTANT]
[SELECT_ADDITIONAL_CASTE:FEMALE_MUTANT]
[CASTE_NAME:troll (mutant):trolls (mutant):troll]
[PHYS_ATT_RANGE:STRENGTH:800:950:1150:1250:1350:1550:2250]
[MENT_ATT_RANGE:EMPATHY:0:5:1000:2000:3000:4000:5000]
[POP_RATIO:5]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[TL_COLOR_MODIFIER:BLACK:5:STRIPES_HAIR_ANONYMOUS:1]
[TLCM_NOUN:hair:SINGULAR]
[MAXAGE:60:120]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:RED:1]
[TLCM_NOUN:eyes:PLURAL]
[USE_MATERIAL_TEMPLATE:BLOODMUTANT:BLOOD_TEMPLATE]
[STATE_COLOR:ALL:RED]
[BLOOD:LOCAL_CREATURE_MAT:BLOODMUTANT:LIQUID]
[CASTE_SPEECH:fortbent/threats/mutant.txt]
[CREATURE_CLASS:TROLL_MUTANT]
[SELECT_CASTE:MALE_RED]
[SELECT_ADDITIONAL_CASTE:FEMALE_RED]
[CASTE_NAME:troll (red):trolls (red):troll]
[PHYS_ATT_RANGE:STRENGTH:800:950:1150:1250:1350:1550:2250]
[MENT_ATT_RANGE:EMPATHY:500:700:900:1000:1100:1500:2000]
[POP_RATIO:90000]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[TL_COLOR_MODIFIER:BLACK:50:STRIPES_HAIR_MAROON:20:STRIPES_HAIR_ANONYMOUS:2]
[TLCM_NOUN:hair:SINGULAR]
[MAXAGE:26:50]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:LOW_RUST:1]
[TLCM_NOUN:eyes:PLURAL]
[USE_MATERIAL_TEMPLATE:BLOOD1:BLOOD_TEMPLATE]
[STATE_COLOR:ALL:LOW_RUST]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD1:LIQUID]
[CASTE_SPEECH:fortbent/threats/red.txt]
[CREATURE_CLASS:TROLL_LOWBLOOD]
[SELECT_CASTE:MALE_BROWN]
[SELECT_ADDITIONAL_CASTE:FEMALE_BROWN]
[CASTE_NAME:troll (brown):trolls (brown):troll]
[PHYS_ATT_RANGE:STRENGTH:800:950:1150:1250:1350:1550:2250]
[MENT_ATT_RANGE:EMPATHY:400:600:800:900:1000:1400:2000]
[POP_RATIO:90000]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[TL_COLOR_MODIFIER:BLACK:50:STRIPES_HAIR_BROWN:8:STRIPES_HAIR_ANONYMOUS:1]
[TLCM_NOUN:hair:SINGULAR]
[MAXAGE:40:80]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:LOW_OCHRE:1]
[TLCM_NOUN:eyes:PLURAL]
[USE_MATERIAL_TEMPLATE:BLOOD2:BLOOD_TEMPLATE]
[STATE_COLOR:ALL:LOW_OCHRE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD2:LIQUID]
[CASTE_SPEECH:fortbent/threats/brown.txt]
[CREATURE_CLASS:TROLL_CHOCOLATE]
[SELECT_CASTE:MALE_YELLOW]
[SELECT_ADDITIONAL_CASTE:FEMALE_YELLOW]
[CASTE_NAME:troll (yellow):trolls (yellow):troll]
[PHYS_ATT_RANGE:STRENGTH:800:950:1150:1250:1350:1550:2250]
[MENT_ATT_RANGE:EMPATHY:300:500:700:800:900:1300:2000]
[POP_RATIO:81000]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[TL_COLOR_MODIFIER:BLACK:50:STRIPES_HAIR_YELLOW:10:STRIPES_HAIR_ANONYMOUS:1]
[TLCM_NOUN:hair:SINGULAR]
[MAXAGE:50:100]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:YUCKY_MUSTARD_YELLOW:1]
[TLCM_NOUN:eyes:PLURAL]
[USE_MATERIAL_TEMPLATE:BLOOD3:BLOOD_TEMPLATE]
[STATE_COLOR:ALL:YUCKY_MUSTARD_YELLOW]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD3:LIQUID]
[CASTE_SPEECH:fortbent/threats/yellow.txt]
[CREATURE_CLASS:TROLL_YUCKYMUSTARD]
[SELECT_CASTE:MALE_LIME_GREEN]
[SELECT_ADDITIONAL_CASTE:FEMALE_LIME_GREEN]
[CASTE_NAME:troll (lime):trolls (lime):troll]
[PHYS_ATT_RANGE:STRENGTH:800:950:1150:1250:1350:1550:2250]
[MENT_ATT_RANGE:EMPATHY:300:500:700:750:850:1250]
[POP_RATIO:90000]
[MAXAGE:55:110]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[TL_COLOR_MODIFIER:BLACK:50:STRIPES_HAIR_LIME:12:STRIPES_HAIR_ANONYMOUS:1]
[TLCM_NOUN:hair:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:TROLL_LIME:1]
[TLCM_NOUN:eyes:PLURAL]
[USE_MATERIAL_TEMPLATE:BLOODLIME:BLOOD_TEMPLATE]
[STATE_COLOR:ALL:TROLL_LIME]
[BLOOD:LOCAL_CREATURE_MAT:BLOODLIME:LIQUID]
[CASTE_SPEECH:fortbent/threats/green.txt]
[CREATURE_CLASS:TROLL_LIME]
[SELECT_CASTE:MALE_DARK_GREEN]
[SELECT_ADDITIONAL_CASTE:FEMALE_DARK_GREEN]
[CASTE_NAME:troll (olive):trolls (olive):troll]
[PHYS_ATT_RANGE:STRENGTH:800:950:1150:1250:1350:1550:2250]
[MENT_ATT_RANGE:EMPATHY:250:450:650:750:850:1250:2000]
[POP_RATIO:90000]
[MAXAGE:60:120]
[NATURAL_SKILL:SNEAK:1]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[TL_COLOR_MODIFIER:BLACK:50:STRIPES_HAIR_DARK_GREEN:15:STRIPES_HAIR_ANONYMOUS:1]
[TLCM_NOUN:hair:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:MIDDLE_GREEN:1]
[TLCM_NOUN:eyes:PLURAL]
[USE_MATERIAL_TEMPLATE:BLOOD4:BLOOD_TEMPLATE]
[STATE_COLOR:ALL:MIDDLE_GREEN]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD4:LIQUID]
[CASTE_SPEECH:fortbent/threats/green.txt]
[CREATURE_CLASS:TROLL_NOT_BAD]
[SELECT_CASTE:FEMALE_JADE_GREEN]
[SELECT_ADDITIONAL_CASTE:MALE_JADE_GREEN]
[CASTE_NAME:troll (jade):trolls (jade):troll]
[PHYS_ATT_RANGE:STRENGTH:800:950:1150:1250:1350:1550:2250]
[MENT_ATT_RANGE:EMPATHY:800:900:1000:1100:1300:2000:3000]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[TL_COLOR_MODIFIER:BLACK:50:STRIPES_HAIR_JADE:10:STRIPES_HAIR_ANONYMOUS:1]
[TLCM_NOUN:hair:SINGULAR]
[MAXAGE:350:500]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:MOTHERLY_JADE:1]
[TLCM_NOUN:eyes:PLURAL]
[USE_MATERIAL_TEMPLATE:BLOOD5:BLOOD_TEMPLATE]
[STATE_COLOR:ALL:MOTHERLY_JADE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD5:LIQUID]
[CASTE_SPEECH:fortbent/threats/jade.txt]
[CREATURE_CLASS:TROLL_MOTHERGRUBCHILD]
[SELECT_CASTE:MALE_TEAL]
[SELECT_ADDITIONAL_CASTE:FEMALE_TEAL]
[CASTE_NAME:troll (teal):trolls (teal):troll]
[PHYS_ATT_RANGE:STRENGTH:800:950:1150:1250:1350:1550:2250]
[MENT_ATT_RANGE:EMPATHY:200:300:500:600:700:1000:2000]
[POP_RATIO:85000]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[TL_COLOR_MODIFIER:BLACK:50:STRIPES_HAIR_TEAL:20:STRIPES_HAIR_ANONYMOUS:1]
[TLCM_NOUN:hair:SINGULAR]
[MAXAGE:500:1000]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:CIVIL_TEAL:1]
[TLCM_NOUN:eyes:PLURAL]
[USE_MATERIAL_TEMPLATE:BLOOD6:BLOOD_TEMPLATE]
[STATE_COLOR:ALL:CIVIL_TEAL]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD6:LIQUID]
[CASTE_SPEECH:fortbent/threats/teal.txt]
[CREATURE_CLASS:TROLL_NOT_QUITE_NOBLE]
[SELECT_CASTE:MALE_LIGHTBLUE]
[SELECT_ADDITIONAL_CASTE:FEMALE_LIGHTBLUE]
[CASTE_NAME:troll (cerulean):trolls (cerulean):troll]
[PHYS_ATT_RANGE:STRENGTH:800:950:1150:1250:1350:1550:2250]
[MENT_ATT_RANGE:EMPATHY:150:200:300:400:500:900:2000]
[POP_RATIO:75000]
[MAXAGE:5000:7500]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[TL_COLOR_MODIFIER:BLACK:50:STRIPES_HAIR_LIGHT_BLUE:35:STRIPES_HAIR_ANONYMOUS:1]
[TLCM_NOUN:hair:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:ALMOST_NOBLE_BLUE:1]
[TLCM_NOUN:eyes:PLURAL]
[USE_MATERIAL_TEMPLATE:BLOOD7:BLOOD_TEMPLATE]
[STATE_COLOR:ALL:ALMOST_NOBLE_BLUE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD7:LIQUID]
[CASTE_SPEECH:fortbent/threats/lblue.txt]
[CREATURE_CLASS:TROLL_LIGHT_BLUE]
[SELECT_CASTE:MALE_DARKBLUE]
[SELECT_ADDITIONAL_CASTE:FEMALE_DARKBLUE]
[CASTE_NAME:troll (blue):trolls (blue):troll]
[PHYS_ATT_RANGE:STRENGTH:800:950:1150:1250:1350:1550:5000] STRONG.
[MENT_ATT_RANGE:EMPATHY:100:200:250:300:400:800:2000]
[POP_RATIO:65000]
[MAXAGE:7500:10000]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[TL_COLOR_MODIFIER:BLACK:50:STRIPES_HAIR_DARK_BLUE:40]
[TLCM_NOUN:hair:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:NOBLE_BLUE:1]
[TLCM_NOUN:eyes:PLURAL]
[USE_MATERIAL_TEMPLATE:BLOOD8:BLOOD_TEMPLATE]
[STATE_COLOR:ALL:NOBLE_BLUE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD8:LIQUID]
[CASTE_SPEECH:fortbent/threats/dblue.txt]
[CREATURE_CLASS:TROLL_NOBLE]
[SELECT_CASTE:MALE_DARKPURPLE]
[SELECT_ADDITIONAL_CASTE:FEMALE_DARKPURPLE]
[CASTE_NAME:troll (purple):trolls (purple):troll]
[PHYS_ATT_RANGE:STRENGTH:2000:2500:2750:3000:3250:3500:5000]
[MENT_ATT_RANGE:EMPATHY:0:1:2:3:4:5:10:2000]
[POP_RATIO:1000]
[MAXAGE:1000:1500]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[TL_COLOR_MODIFIER:BLACK:50:STRIPES_HAIR_INDIGO:25:STRIPES_HAIR_ANONYMOUS:1]
[TLCM_NOUN:hair:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:SUBJUGGLATOR_PURPLE:1]
[TLCM_NOUN:eyes:PLURAL]
[USE_MATERIAL_TEMPLATE:BLOOD9:BLOOD_TEMPLATE]
[STATE_COLOR:ALL:SUBJUGGLATOR_PURPLE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD9:LIQUID]
[PRONE_TO_RAGE:85]
[NATURAL_SKILL:MELEE_COMBAT:5]
[NATURAL_SKILL:DODGING:8]
[NATURAL_SKILL:RANGED_COMBAT:5]
[NATURAL_SKILL:SNEAK:6]
[SKILL_RATE:AXE:500:NONE:NONE:NONE]
[SKILL_RATE:BOW:500:NONE:NONE:NONE]
[SKILL_RATE:CROSSBOW:500:NONE:NONE:NONE]
[SKILL_RATE:DAGGER:500:NONE:NONE:NONE]
[SKILL_RATE:GRASP_STRIKE:500:NONE:NONE:NONE]
[SKILL_RATE:HAMMER:500:NONE:NONE:NONE]
[SKILL_RATE:MACE:500:NONE:NONE:NONE]
[SKILL_RATE:MISC_WEAPON:500:NONE:NONE:NONE]
[SKILL_RATE:PIKE:500:NONE:NONE:NONE]
[SKILL_RATE:SITUATIONAL_AWARENESS:500:NONE:NONE:NONE]
[SKILL_RATE:STANCE_STRIKE:500:NONE:NONE:NONE]
[SKILL_RATE:SWORD:500:NONE:NONE:NONE]
[SKILL_RATE:THROW:500:NONE:NONE:NONE]
[SKILL_RATE:WHIP:500:NONE:NONE:NONE]
[SKILL_RATE:WRESTLING:500:NONE:NONE:NONE]
[CREATURE_CLASS:SUBJUGGLATOR]
[BUILDINGDESTROYER:1]
[CASTE_SPEECH:fortbent/threats/indigo.txt]
[SELECT_CASTE:MALE_SEADWELLER_PURPLE]
[SELECT_ADDITIONAL_CASTE:FEMALE_SEADWELLER_PURPLE]
[CASTE_NAME:troll (seadweller):trolls (seadweller):troll]
[PHYS_ATT_RANGE:STRENGTH:800:950:1150:1250:1350:1550:2250]
[MENT_ATT_RANGE:EMPATHY:0:100:200:300:400:800:2000]
[POP_RATIO:20000]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[TL_COLOR_MODIFIER:BLACK:50:STRIPES_HAIR_PURPLE:50:STRIPES_HAIR_ANONYMOUS:1]
[TLCM_NOUN:hair:SINGULAR]
[MAXAGE:20000:50000]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:SEADWELLER_VIOLET:1]
[TLCM_NOUN:eyes:PLURAL]
[USE_MATERIAL_TEMPLATE:BLOOD10:BLOOD_TEMPLATE]
[STATE_COLOR:ALL:SEADWELLER_VIOLET]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD10:LIQUID]
[AMPHIBIOUS]
[CREATURE_CLASS:TROLL_SEADWELLER]
[CASTE_SPEECH:fortbent/threats/seadwweller.txt]
[SELECT_CASTE:MALE_TYRIAN_PURPLE]
[SELECT_ADDITIONAL_CASTE:FEMALE_TYRIAN_PURPLE]
[CASTE_NAME:troll (royal):trolls (royal):troll]
[PHYS_ATT_RANGE:STRENGTH:1500:2000:2250:2400:2700:3000:5000]
[MENT_ATT_RANGE:EMPATHY:0:0:0:0:5000:5000:5000]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[TL_COLOR_MODIFIER:BLACK:50:STRIPES_HAIR_ROYAL:30:STRIPES_HAIR_ANONYMOUS:1]
[TLCM_NOUN:hair:SINGULAR]
[MAXAGE:612000:1025000]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:TYRIAN_PURPLE:1]
[TLCM_NOUN:eyes:PLURAL]
[USE_MATERIAL_TEMPLATE:BLOOD11:BLOOD_TEMPLATE]
[STATE_COLOR:ALL:TYRIAN_PURPLE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD11:LIQUID]
[AMPHIBIOUS]
[CASTE_SPEECH:fortbent/threats/tyrian.txt]
[CREATURE_CLASS:TROLL_ROYAL]
[SELECT_CASTE:MALE_BROWN_WINGED]
[SELECT_ADDITIONAL_CASTE:FEMALE_BROWN_WINGED]
[PHYS_ATT_RANGE:STRENGTH:800:950:1150:1250:1350:1550:2250]
[MENT_ATT_RANGE:EMPATHY:400:600:800:900:1000:1400]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:BROWN:1]
[TLCM_NOUN:eyes:PLURAL]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD2:LIQUID]
[FLIER]
[POP_RATIO:500]
[NATURAL_SKILL:ANIMALTRAIN:20]
[NATURAL_SKILL:ANIMALCARE:20]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[TL_COLOR_MODIFIER:BLACK:25:STRIPES_HAIR_BROWN:30:STRIPES_HAIR_ANONYMOUS:1]
[TLCM_NOUN:hair:SINGULAR]
[MAXAGE:40:80]
[AT_PEACE_WITH_WILDLIFE]
[CASTE_SPEECH:fortbent/threats/brown.txt]
[CREATURE_CLASS:TROLL_CHOCOLATE]
[SELECT_CASTE:ALL]
[CASTE_PROFESSION_NAME:BLOWGUNMAN:dicekind user:dicekind users]
[CASTE_PROFESSION_NAME:MASTER_BLOWGUNMAN:dicekind master:dicekind masters]
[SET_TL_GROUP:BY_CATEGORY:HORN:HORN]
[TL_COLOR_MODIFIER:ORANGE:1]
[TLCM_NOUN:horns:PLURAL]
[SET_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:80:90:100:110:120:150]
[APP_MOD_NOUN:eyebrows:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]
[TISSUE_LAYER_APPEARANCE_MODIFIER:DENSE:50:80:90:100:110:120:150]
[APP_MOD_NOUN:eyebrows:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]
[TISSUE_LAYER_APPEARANCE_MODIFIER:HIGH_POSITION:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyebrows:PLURAL]
[SET_TL_GROUP:BY_CATEGORY:HEAD:EYELASH]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:80:90:100:110:120:150]
[APP_MOD_NOUN:eyelashes:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:0:0:0:0:0:0:0]
[APP_MOD_NOUN:hair:SINGULAR]
[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_STYLE_UNIT:HAIR:STANDARD_HAIR_SHAPINGS]
[TSU_NOUN:hair:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER:GRAY:1]
[TLCM_NOUN:skin:SINGULAR]
[APPLY_CREATURE_VARIATION:TROLL_GLOSSES]
[APPLY_CREATURE_VARIATION:PUNCH_ATTACK]
[APPLY_CREATURE_VARIATION:KICK_ATTACK]
[APPLY_CREATURE_VARIATION:NAIL_SCRATCH_ATTACK]
[APPLY_CREATURE_VARIATION:TOOTH_BITE_ATTACK]
[APPLY_CREATURE_VARIATION:STRIFE_SPECIBI]
[ATTACK:HORNSMACK:BODYPART:BY_CATEGORY:HORN]
[ATTACK_SKILL:MELEE_COMBAT]
[ATTACK_VERB:smack:smacks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:3:5]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]
[ATTACK_SKILL:MELEE_COMBAT]
[ATTACK_VERB:gore:gores]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:5:6]
[ATTACK_FLAG_EDGE]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
[CAN_DO_INTERACTION:TROLL_USE_ON_ALL_TROLLS]
[CDI:ADV_NAME:make sure that all the trolls are sterile, psychic, and all those other things they can randomly be.]
[CDI:TARGET:A:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:A:20]
[CDI:CAN_BE_MUTUAL]
[CDI:FREE_ACTION]
[CDI:WAIT_PERIOD:4]
I have a question about graphics sets, and I guess this is a fine place to put it.I posed a question about this a couple pages back, asking if it was reasonable to expect a player to do a search-and-replace to make a mod work properly with graphics. The CLA pack uses all of the same tile assignments as vanilla, so there's no real issue there. At least for layer stones, Phoebus and Spacefox use all of the same tile assignments, and Ironhand does its own thing.
When you use my mod with Phobeus graphics sets (And presumably others?), it seems to switch some graphics around. For example, if you dig up ore, it shows up as a human tile. I don't use graphics myself, and have no clue how to deal with them. Anyone know what the problem is and how to fix it?
So, what is closest thing DF can have as insanity syndrome? Something which makes anything affected really lose it. If not immediately then little later. Vulnerability? Adding right tags?...
Spoiler relating to newrelated contentSpoiler (click to show/hide)If this hasn't been figured out yet, does anyone have any suggestions on the kind of SCIENCE! and modding I would need to do to figure it out? I imagine an uncompressed save followed by looking through the procedurally generated raws might be necessary.Spoiler (click to show/hide)
You seem to be missing [MALE] and [FEMALE] tokens.
df hack can do it, but it is not updated yet? (last I heard, haven't kept up with it)Spoiler relating to newrelated contentSpoiler (click to show/hide)If this hasn't been figured out yet, does anyone have any suggestions on the kind of SCIENCE! and modding I would need to do to figure it out? I imagine an uncompressed save followed by looking through the procedurally generated raws might be necessary.Spoiler (click to show/hide)
We must figure this out, sadly I have no way to extract raws... can someone extract raws and find a binded demon/slab to see if it isnt just hard coded?
I was kinda hoping that i could make a sort of "Overlord" mod, and since there are more reasons to learn secrets and things i can get creative.
Spoilers for content new to 40.xx read at your own risk.
Question in spoilerSpoiler (click to show/hide)
*** Error(s) found in Random Creature Generation
NIGHT_CREATURE_1:Unrecognized Creature Token: STATE_COLOR
I tried to simplify creature materials this version and this is my errorlog after fixing an issue that removed most materials from all creatures (note: it seems tissue templates referencing non-existant creature materials don't generate errors?).tissue_template_default_HG
----simplifying materials
[OBJECT:TISSUE_TEMPLATE]
[TISSUE_TEMPLATE:SKIN_TEMPLATE]
[TISSUE_NAME:skin:NP]
[SCARS]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:SKIN]
[RELATIVE_THICKNESS:1]
Lower is faster.
[HEALING_RATE:100]
[VASCULAR:1]
[PAIN_RECEPTORS:5]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_TEMPLATE:FAT_TEMPLATE]
[TISSUE_NAME:fat:NP]
[THICKENS_ON_ENERGY_STORAGE]
[SCARS]
[TISSUE_MATERIAL:CREATURE_MAT:SIMPLIFY_HG:FAT]
[RELATIVE_THICKNESS:1]
[HEALING_RATE:100]
[VASCULAR:3]
[PAIN_RECEPTORS:5]
[CONNECTS]
[INSULATION:100]
[TISSUE_SHAPE:LAYER]
[TISSUE_TEMPLATE:MUSCLE_TEMPLATE]
[TISSUE_NAME:muscle:muscles]
[THICKENS_ON_STRENGTH]
[ARTERIES]
[SCARS]
[MUSCULAR]
[TISSUE_MATERIAL:CREATURE_MAT:SIMPLIFY_HG:MUSCLE]
[RELATIVE_THICKNESS:3]
[HEALING_RATE:100]
[VASCULAR:5]
[PAIN_RECEPTORS:5]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_TEMPLATE:BONE_TEMPLATE]
[TISSUE_NAME:bone:NP] Whether it has a plural depends on exact part
[STRUCTURAL]
[CONNECTIVE_TISSUE_ANCHOR]
[TISSUE_MATERIAL:CREATURE_MAT:SIMPLIFY_HG:BONE]
[RELATIVE_THICKNESS:2]
[HEALING_RATE:1000]
[VASCULAR:3]
[PAIN_RECEPTORS:50]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[SETTABLE]
[SPLINTABLE]
[TISSUE_TEMPLATE:SHELL_TEMPLATE]
[TISSUE_NAME:shell:NP]
[STRUCTURAL]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:SHELL]
[RELATIVE_THICKNESS:2]
[HEALING_RATE:1000]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[SETTABLE]
[SPLINTABLE]
[TISSUE_TEMPLATE:HORN_TEMPLATE]
[TISSUE_NAME:horn:NP]
[STRUCTURAL]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:HORN]
[RELATIVE_THICKNESS:2]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_TEMPLATE:HOOF_TEMPLATE]
[TISSUE_NAME:hoof:NP]
[STRUCTURAL]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:HOOF]
[RELATIVE_THICKNESS:2]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_TEMPLATE:CARTILAGE_TEMPLATE]
[TISSUE_NAME:cartilage:NP]
[STRUCTURAL]
[TISSUE_MATERIAL:CREATURE_MAT:SIMPLIFY_HG:CARTILAGE]
[RELATIVE_THICKNESS:2]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_TEMPLATE:HAIR_TEMPLATE]
[TISSUE_NAME:hair:NP]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:HAIR]
[RELATIVE_THICKNESS:1]
[SUBORDINATE_TO_TISSUE:SKIN]
[COSMETIC]
[STYLEABLE]
[INSULATION:100]
[TISSUE_SHAPE:STRANDS]
[TISSUE_TEMPLATE:CHEEK_WHISKERS_TEMPLATE]
[TISSUE_NAME:cheek whisker:STP]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:HAIR]
[RELATIVE_THICKNESS:2]
[SUBORDINATE_TO_TISSUE:SKIN]
[COSMETIC]
[STYLEABLE]
[TISSUE_SHAPE:STRANDS]
[TISSUE_TEMPLATE:CHIN_WHISKERS_TEMPLATE]
[TISSUE_NAME:chin whisker:STP]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:HAIR]
[RELATIVE_THICKNESS:2]
[SUBORDINATE_TO_TISSUE:SKIN]
[COSMETIC]
[STYLEABLE]
[TISSUE_SHAPE:STRANDS]
[TISSUE_TEMPLATE:MOUSTACHE_TEMPLATE]
[TISSUE_NAME:moustache:NP]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:HAIR]
[RELATIVE_THICKNESS:2]
[SUBORDINATE_TO_TISSUE:SKIN]
[COSMETIC]
[STYLEABLE]
[TISSUE_SHAPE:STRANDS]
[TISSUE_TEMPLATE:SIDEBURNS_TEMPLATE]
[TISSUE_NAME:sideburns:NP]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:HAIR]
[RELATIVE_THICKNESS:2]
[SUBORDINATE_TO_TISSUE:SKIN]
[COSMETIC]
[STYLEABLE]
[TISSUE_SHAPE:STRANDS]
[TISSUE_TEMPLATE:EYEBROW_TEMPLATE]
[TISSUE_NAME:eyebrow:NP]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:HAIR]
[RELATIVE_THICKNESS:2]
[SUBORDINATE_TO_TISSUE:SKIN]
[COSMETIC]
[STYLEABLE]
[TISSUE_SHAPE:STRANDS]
[TISSUE_TEMPLATE:EYELASH_TEMPLATE]
[TISSUE_NAME:eyelash:eyelashes]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:HAIR]
[RELATIVE_THICKNESS:2]
[SUBORDINATE_TO_TISSUE:SKIN]
[COSMETIC]
[STYLEABLE]
[TISSUE_SHAPE:STRANDS]
[TISSUE_TEMPLATE:FEATHER_TEMPLATE]
[TISSUE_NAME:feather:STP]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:FEATHER]
[RELATIVE_THICKNESS:2]
[SUBORDINATE_TO_TISSUE:SKIN]
[INSULATION:100]
[TISSUE_SHAPE:FEATHERS]
[TISSUE_TEMPLATE:SCALE_TEMPLATE]
[TISSUE_NAME:scale:STP]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:SCALE]
[SCARS]
[RELATIVE_THICKNESS:1]
[HEALING_RATE:100]
[VASCULAR:1]
[PAIN_RECEPTORS:5]
[CONNECTS]
[TISSUE_SHAPE:SCALES]
[TISSUE_TEMPLATE:NAIL_TEMPLATE]
[TISSUE_NAME:nail:NP]
[STRUCTURAL]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:NAIL]
[RELATIVE_THICKNESS:2]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_TEMPLATE:CLAW_TEMPLATE]
[TISSUE_NAME:claw:NP]
[STRUCTURAL]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:CLAW]
[RELATIVE_THICKNESS:2]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_TEMPLATE:TALON_TEMPLATE]
[TISSUE_NAME:talon:NP]
[STRUCTURAL]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:TALON]
[RELATIVE_THICKNESS:2]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_TEMPLATE:TOOTH_TEMPLATE]
[TISSUE_NAME:tooth:NP]
[STRUCTURAL]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:TOOTH]
[RELATIVE_THICKNESS:2]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_TEMPLATE:IVORY_TEMPLATE]
[TISSUE_NAME:ivory:NP]
[STRUCTURAL]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:IVORY]
[RELATIVE_THICKNESS:2]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_TEMPLATE:EYE_TEMPLATE]
[TISSUE_NAME:eye tissue:NP]
[FUNCTIONAL]
[STRUCTURAL]
[SCARS]
[TISSUE_MATERIAL:CREATURE_MAT:SIMPLIFY_HG:EYE]
[RELATIVE_THICKNESS:1]
[HEALING_RATE:100]
[VASCULAR:3]
[PAIN_RECEPTORS:5]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_TEMPLATE:NERVE_TEMPLATE]
[TISSUE_NAME:nervous tissue:NP]
[FUNCTIONAL]
[SCARS]
[TISSUE_MATERIAL:CREATURE_MAT:SIMPLIFY_HG:NERVE]
[RELATIVE_THICKNESS:1]
[VASCULAR:3]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_TEMPLATE:BRAIN_TEMPLATE]
[TISSUE_NAME:brain tissue:NP]
[FUNCTIONAL]
[STRUCTURAL]
[SCARS]
[TISSUE_MATERIAL:CREATURE_MAT:SIMPLIFY_HG:BRAIN]
[RELATIVE_THICKNESS:1]
[VASCULAR:3]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_TEMPLATE:LUNG_TEMPLATE]
[TISSUE_NAME:lung tissue:NP]
[FUNCTIONAL]
[STRUCTURAL]
[SCARS]
[TISSUE_MATERIAL:CREATURE_MAT:SIMPLIFY_HG:LUNG]
[RELATIVE_THICKNESS:1]
[HEALING_RATE:100]
[VASCULAR:8]
[PAIN_RECEPTORS:5]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_TEMPLATE:HEART_TEMPLATE]
[TISSUE_NAME:heart tissue:NP]
[FUNCTIONAL]
[STRUCTURAL]
[SCARS]
[TISSUE_MATERIAL:CREATURE_MAT:SIMPLIFY_HG:HEART]
[RELATIVE_THICKNESS:1]
[HEALING_RATE:100]
[VASCULAR:10]
[PAIN_RECEPTORS:5]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_TEMPLATE:LIVER_TEMPLATE]
[TISSUE_NAME:liver tissue:NP]
[FUNCTIONAL]
[STRUCTURAL]
[SCARS]
[TISSUE_MATERIAL:CREATURE_MAT:SIMPLIFY_HG:LIVER]
[RELATIVE_THICKNESS:1]
[HEALING_RATE:100]
[VASCULAR:8]
[PAIN_RECEPTORS:5]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_TEMPLATE:GUT_TEMPLATE]
[TISSUE_NAME:gut:NP]
[FUNCTIONAL]
[STRUCTURAL]
[SCARS]
[TISSUE_MATERIAL:CREATURE_MAT:SIMPLIFY_HG:GUT]
[RELATIVE_THICKNESS:1]
[HEALING_RATE:100]
[VASCULAR:3]
[PAIN_RECEPTORS:5]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_TEMPLATE:STOMACH_TEMPLATE]
[TISSUE_NAME:stomach tissue:NP]
[FUNCTIONAL]
[STRUCTURAL]
[SCARS]
[TISSUE_MATERIAL:CREATURE_MAT:SIMPLIFY_HG:STOMACH]
[RELATIVE_THICKNESS:1]
[HEALING_RATE:100]
[VASCULAR:3]
[PAIN_RECEPTORS:5]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_TEMPLATE:GIZZARD_TEMPLATE]
[TISSUE_NAME:gizzard tissue:NP]
[FUNCTIONAL]
[STRUCTURAL]
[SCARS]
[TISSUE_MATERIAL:CREATURE_MAT:SIMPLIFY_HG:GIZZARD]
[RELATIVE_THICKNESS:1]
[HEALING_RATE:100]
[VASCULAR:3]
[PAIN_RECEPTORS:5]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_TEMPLATE:PANCREAS_TEMPLATE]
[TISSUE_NAME:pancreatic tissue:NP]
[FUNCTIONAL]
[STRUCTURAL]
[SCARS]
[TISSUE_MATERIAL:CREATURE_MAT:SIMPLIFY_HG:PANCREAS]
[RELATIVE_THICKNESS:1]
[HEALING_RATE:100]
[VASCULAR:3]
[PAIN_RECEPTORS:5]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_TEMPLATE:SPLEEN_TEMPLATE]
[TISSUE_NAME:spleen tissue:NP]
[FUNCTIONAL]
[STRUCTURAL]
[SCARS]
[TISSUE_MATERIAL:CREATURE_MAT:SIMPLIFY_HG:SPLEEN]
[RELATIVE_THICKNESS:1]
[HEALING_RATE:100]
[VASCULAR:5]
[PAIN_RECEPTORS:5]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_TEMPLATE:KIDNEY_TEMPLATE]
[TISSUE_NAME:kidney tissue:NP]
[FUNCTIONAL]
[STRUCTURAL]
[SCARS]
[TISSUE_MATERIAL:CREATURE_MAT:SIMPLIFY_HG:KIDNEY]
[RELATIVE_THICKNESS:1]
[HEALING_RATE:100]
[VASCULAR:8]
[PAIN_RECEPTORS:5]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_TEMPLATE:FLAME_TEMPLATE]
[TISSUE_NAME:flames:NP]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:FLAME]
[TISSUE_MAT_STATE:GAS]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_TEMPLATE:CHITIN_TEMPLATE]
[TISSUE_NAME:chitin:NP]
[SCARS]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:CHITIN]
[RELATIVE_THICKNESS:1]
[HEALING_RATE:100]
[VASCULAR:1]
[PAIN_RECEPTORS:5]
[CONNECTS]
[CONNECTIVE_TISSUE_ANCHOR]
[STRUCTURAL]
[TISSUE_SHAPE:LAYER]
[SETTABLE]
[SPLINTABLE]
[TISSUE_TEMPLATE:SPINE_TEMPLATE]
[TISSUE_NAME:spine:NP]
[STRUCTURAL]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:SPINE]
[RELATIVE_THICKNESS:2]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_TEMPLATE:SPONGE_TEMPLATE]
[TISSUE_NAME:sponge:NP]
[SCARS]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:SPONGE]
[RELATIVE_THICKNESS:1]
[HEALING_RATE:100]
[VASCULAR:3]
[PAIN_RECEPTORS:5]
[CONNECTS]
[INSULATION:100]
[TISSUE_SHAPE:LAYER]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
This command is just a shortcut for the similar lines (USE_MATERIAL_TEMPLATE|<token>|<template>) in a creature definition.
[ADD_MATERIAL:SKIN:SKIN_TEMPLATE]
ADD_MATERIAL:FAT:FAT_TEMPLATE
ADD_MATERIAL:MUSCLE:MUSCLE_TEMPLATE
ADD_MATERIAL:BONE:BONE_TEMPLATE
ADD_MATERIAL:CARTILAGE:CARTILAGE_TEMPLATE
[ADD_MATERIAL:HAIR:HAIR_TEMPLATE]
[ADD_MATERIAL:TOOTH:TOOTH_TEMPLATE]
ADD_MATERIAL:EYE:EYE_TEMPLATE
ADD_MATERIAL:NERVE:NERVE_TEMPLATE
ADD_MATERIAL:BRAIN:BRAIN_TEMPLATE
ADD_MATERIAL:LUNG:LUNG_TEMPLATE
ADD_MATERIAL:HEART:HEART_TEMPLATE
ADD_MATERIAL:LIVER:LIVER_TEMPLATE
ADD_MATERIAL:GUT:GUT_TEMPLATE
ADD_MATERIAL:STOMACH:STOMACH_TEMPLATE
ADD_MATERIAL:GIZZARD:GIZZARD_TEMPLATE
ADD_MATERIAL:PANCREAS:PANCREAS_TEMPLATE
ADD_MATERIAL:SPLEEN:SPLEEN_TEMPLATE
ADD_MATERIAL:KIDNEY:KIDNEY_TEMPLATE
[ADD_MATERIAL:LEATHER:LEATHER_TEMPLATE]
ADD_MATERIAL:TALLOW:TALLOW_TEMPLATE
ADD_MATERIAL:SOAP:SOAP_TEMPLATE
[BODY_DETAIL_PLAN:CHITIN_MATERIALS]
[ADD_MATERIAL:CHITIN:CHITIN_TEMPLATE]
ADD_MATERIAL:FAT:FAT_TEMPLATE
ADD_MATERIAL:MUSCLE:MUSCLE_TEMPLATE
ADD_MATERIAL:EYE:EYE_TEMPLATE
ADD_MATERIAL:NERVE:NERVE_TEMPLATE
ADD_MATERIAL:BRAIN:BRAIN_TEMPLATE
ADD_MATERIAL:LUNG:LUNG_TEMPLATE
ADD_MATERIAL:HEART:HEART_TEMPLATE
ADD_MATERIAL:LIVER:LIVER_TEMPLATE
ADD_MATERIAL:GUT:GUT_TEMPLATE
ADD_MATERIAL:STOMACH:STOMACH_TEMPLATE
ADD_MATERIAL:GIZZARD:GIZZARD_TEMPLATE
ADD_MATERIAL:PANCREAS:PANCREAS_TEMPLATE
ADD_MATERIAL:SPLEEN:SPLEEN_TEMPLATE
ADD_MATERIAL:KIDNEY:KIDNEY_TEMPLATE
ADD_MATERIAL:TALLOW:TALLOW_TEMPLATE
ADD_MATERIAL:SOAP:SOAP_TEMPLATE
*** Error(s) found in Random Creature Generation
FORGOTTEN_BEAST_24:Unrecognized Creature Token: STATE_COLOR
NIGHT_CREATURE_5:Unrecognized Creature Token: STATE_COLOR
NIGHT_CREATURE_21:Unrecognized Creature Token: STATE_COLOR
NIGHT_CREATURE_22:Unrecognized Creature Token: STATE_COLOR
NIGHT_CREATURE_23:Unrecognized Creature Token: STATE_COLOR
NIGHT_CREATURE_24:Unrecognized Creature Token: STATE_COLOR
NIGHT_CREATURE_25:Unrecognized Creature Token: STATE_COLOR
NIGHT_CREATURE_26:Unrecognized Creature Token: STATE_COLOR
NIGHT_CREATURE_27:Unrecognized Creature Token: STATE_COLOR
NIGHT_CREATURE_28:Unrecognized Creature Token: STATE_COLOR
NIGHT_CREATURE_29:Unrecognized Creature Token: STATE_COLOR
NIGHT_CREATURE_30:Unrecognized Creature Token: STATE_COLOR
*** Error(s) found in Random Creature Generation
DEMON_7:Unrecognized Creature Token: STATE_COLOR
NIGHT_CREATURE_9:Unrecognized Creature Token: STATE_COLOR
NIGHT_CREATURE_21:Unrecognized Creature Token: STATE_COLOR
NIGHT_CREATURE_22:Unrecognized Creature Token: STATE_COLOR
NIGHT_CREATURE_23:Unrecognized Creature Token: STATE_COLOR
NIGHT_CREATURE_24:Unrecognized Creature Token: STATE_COLOR
NIGHT_CREATURE_25:Unrecognized Creature Token: STATE_COLOR
NIGHT_CREATURE_26:Unrecognized Creature Token: STATE_COLOR
NIGHT_CREATURE_27:Unrecognized Creature Token: STATE_COLOR
NIGHT_CREATURE_28:Unrecognized Creature Token: STATE_COLOR
NIGHT_CREATURE_29:Unrecognized Creature Token: STATE_COLOR
NIGHT_CREATURE_30:Unrecognized Creature Token: STATE_COLOR
If you have a 4x4 size embark in a biome that has, say, beetles, you'll haveBut that is only if the FREQUENCY roll gives that creature a slot, correct? Otherwise we wouldn't hear griping about boring creatures crowding out the interesting ones (which ones are 'boring' or 'interesting' varying by player).
16 x [POPULATION_NUMBER:250:500]
= 4000 to 8000 beetles in your embark area.
In OldGenesis, I have tuned lots of fish and other small creatures to have more realistic per-map-square numbers.
By the way, I have put out a preview release of OldGenesis 0.40.05.
Yes, and it's very convoluted. It involves separating a limb from a creature, animating (ANIMATE interaction) the limb and transforming it into an intermediate creature, killing that intermediate creature then resurrecting (RESURRECT interaction) it and transforming it again.
Yes, and it's very convoluted. It involves separating a limb from a creature, animating (ANIMATE interaction) the limb and transforming it into an intermediate creature, killing that intermediate creature then resurrecting (RESURRECT interaction) it and transforming it again.
Yes, and it's very convoluted. It involves separating a limb from a creature, animating (ANIMATE interaction) the limb and transforming it into an intermediate creature, killing that intermediate creature then resurrecting (RESURRECT interaction) it and transforming it again.
Ha! That's the level of madness I expected. Who needs all those vexing fingers anyway. Although... how would I sever the limb in question?
I guess animating the limb before severing it is of no use since it's not a thing of its own then yet. Oh well, off to the test chamber...
MAX_SITE_POP_NUMBERIn my experience the game largely ignores this one(consider that all default civs have it set at 120, but in all site types the actual number often goes way above this). As far as I can tell the total amount of critters that can exist in a given site is currently hard coded as of right now.
Yes, and it's very convoluted. It involves separating a limb from a creature, animating (ANIMATE interaction) the limb and transforming it into an intermediate creature, killing that intermediate creature then resurrecting (RESURRECT interaction) it and transforming it again.
Ha! That's the level of madness I expected. Who needs all those vexing fingers anyway. Although... how would I sever the limb in question?
I guess animating the limb before severing it is of no use since it's not a thing of its own then yet. Oh well, off to the test chamber...
You can skip the animation part. Just make a resurrect interaction that doesn't have IS_FIT_FOR_RESURRECTION it will find any severed part and resurrect it, so slap the transform on it too and blam-o. no need for extra animation.
Wait, how do you separate the body part? Do you stick it to your dwarves in some way so that they fall off when needed? Do you just have the reaction make it? Does that work?
Wait, how do you separate the body part? Do you stick it to your dwarves in some way so that they fall off when needed? Do you just have the reaction make it? Does that work?
One way I know of is to make the dwarf temporarily transform into a creature that immediately loses a body part, and then the dwarf changes back to normal without any damage.
Wouldn't that also heal any wounds that the dwarf had at the time?
So in order to make a new creature, what you do is turn your dwarf into a creature that immediately melts off a bit on the end of a stalk or something, resurrects that bit, then reverts back to dwarf. Then the bit transforms into what you want to make?Wait, how do you separate the body part? Do you stick it to your dwarves in some way so that they fall off when needed? Do you just have the reaction make it? Does that work?
One way I know of is to make the dwarf temporarily transform into a creature that immediately loses a body part, and then the dwarf changes back to normal without any damage.
MAX_SITE_POP_NUMBERIn my experience the game largely ignores this one(consider that all default civs have it set at 120, but in all site types the actual number often goes way above this). As far as I can tell the total amount of critters that can exist in a given site is currently hard coded as of right now.
So in order to make a new creature, what you do is turn your dwarf into a creature that immediately melts off a bit on the end of a stalk or something, resurrects that bit, then reverts back to dwarf. Then the bit transforms into what you want to make?You basically make a 3 part creature, with a body, limb, and hand and the limb is made out of a material that instantly sublimates at room temperature.
How did the modding community even figure this out? newfound respect
Is there any plan to make a .40-compatible version of Dwarf Therapist for OSX?One already exists, give me a moment and I'll pull up the link.
[PERMITTED_BUILDING:TEST_1]
[PERMITTED_REACTION:CHANGE_CLASS_SQUIRE]
[PERMITTED_REACTION:CHANGE_CLASS_WARRIOR]
[PERMITTED_REACTION:CHANGE_CLASS_KNIGHT]
[PERMITTED_REACTION:CHANGE_CLASS_JUGGERNAUT]
[PERMITTED_REACTION:CHANGE_CLASS_ACOLYTE]
[PERMITTED_REACTION:CHANGE_CLASS_CLERIC]
[PERMITTED_REACTION:CHANGE_CLASS_PRIEST]
[PERMITTED_REACTION:CHANGE_CLASS_BISHOP]
[PERMITTED_REACTION:CHANGE_CLASS_PALADIN]
reaction_classes
[OBJEECT:REACTION]
[REACTION:CHANGE_CLASS_SQUIRE]
[NAME:change class - squire]
[BUILDING:TEST_1:NONE]
[REAGENT:A:1:BOULDER:NONE:NONE:NONE][PRESERVE_REAGENT]
[REACTION:CHANGE_CLASS_WARRIOR]
[NAME:change class - warrior]
[BUILDING:TEST_1:NONE]
[REACTION:CHANGE_CLASS_KNIGHT]
[NAME:change class - knight]
[BUILDING:TEST_1:NONE]
[REACTION:CHANGE_CLASS_JUGGERNAUT]
[NAME:change class - juggernaut]
[BUILDING:TEST_1:NONE]
[REACTION:CHANGE_CLASS_ACOLYTE]
[NAME:change class - acolyte]
[BUILDING:TEST_1:NONE]
[REACTION:CHANGE_CLASS_CLERIC]
[NAME:change class - cleric]
[BUILDING:TEST_1:NONE]
[REACTION:CHANGE_CLASS_PRIEST]
[NAME:change class - priest]
[BUILDING:TEST_1:NONE]
[REACTION:CHANGE_CLASS_BISHOP]
[NAME:change class - bishop]
[BUILDING:TEST_1:NONE]
[REACTION:CHANGE_CLASS_PALADIN]
[NAME:change class - paladin]
[BUILDING:TEST_1:NONE]
What values do I need in the ORIENTATION tags to make the elvish population approximately 75% gay? Don't like how much elves dominate world gen, want to reduce their proficiency at reproduction.
Wouldn't you also need [ORIENTATION:(same sex):0:1:1]? Elsewise you don't really have gay elves, you just have asexual ones.Either result works for me, as long as there's less immortal elven babies being born and causing elf civs to explode and expand in worldgen.
I should do that with goblins, since I usually see those everywhere.Wouldn't you also need [ORIENTATION:(same sex):0:1:1]? Elsewise you don't really have gay elves, you just have asexual ones.Either result works for me, as long as there's less immortal elven babies being born and causing elf civs to explode and expand in worldgen.
Usually, in my vanilla worlds, there are not many goblins. They are at war with every civilization, and they murder each other to boot.Either result works for me, as long as there's less immortal elven babies being born and causing elf civs to explode and expand in worldgen.I should do that with goblins, since I usually see those everywhere.
They dominated a world besides a tiny band of kobolds in one world I generated. Killed off every remaining human, elf, and dwarf.
Is there any plan to make a .40-compatible version of Dwarf Therapist for OSX?One already exists, give me a moment and I'll pull up the link.
Edit: And here (http://dffd.wimbli.com/file.php?id=9127) it is, should work for both 40.04 and .05. Generally you just need to check the last few pages of the Therapist thread to find the OSX download link each time a new version comes out.
I'm playing vanilla currently (v1.01 got delayed by the hype train) and my worlds either have tons of everything but goblins or tons of goblins.Usually, in my vanilla worlds, there are not many goblins. They are at war with every civilization, and they murder each other to boot.Either result works for me, as long as there's less immortal elven babies being born and causing elf civs to explode and expand in worldgen.I should do that with goblins, since I usually see those everywhere.
They dominated a world besides a tiny band of kobolds in one world I generated. Killed off every remaining human, elf, and dwarf.
Get rid of the material info and try using the [ANY_STRAND_TISSUE] tag.
decorations with bone/etc. no longer use up the entire stack
Is this for real?The reactions-related bug report (http://www.bay12games.com/dwarves/mantisbt/view.php?id=3898) is still open, though it is likely Toady'll get to it today. Perhaps the changes Toady made already resolved it, but either way, chances should be good.Quotedecorations with bone/etc. no longer use up the entire stack
I mean, does this work for custom reactions as well?
So, this?Spoiler (click to show/hide)
I'm trying to make an icebreath attack.
I created a new material template because reasons for this that is similar to water except for the fact it's a gas at room temperature, and it has to be absurdly cold for it to not be a gas.
However, when made into a dust-breath (which would make it at the correct temperature for it to exist at such a point), it is still a harmless room-temperature gas instead of a freeze-off-your-smaller-body-parts dust.
Troubleshooting?
And before you ask, yes I'm making wizards.
Oh, and they and their female version are still addressed as "humans" and don't blink between their alttile.
I would add [STATE_COLOR:LIQUID:MIDNIGHT_BLUE] to the drink and make its color 1:0:0, but that's just because I would want to imagine a barkeep looking at it and shrugging "It is... it is blue."Oh, yeah. Missed the color change, originally I was making dimple cups brew to dwarven brandy. In retrospect cheap dwarven moonshine that was akin to drinking paint seemed more fitting becuase dimple cups also make dye, so I changed the names, but missed the colors.
I didn't think that was necessary. The wiki doesn't say it is, and that's all I had to go by.I'm trying to make an icebreath attack.
I created a new material template because reasons for this that is similar to water except for the fact it's a gas at room temperature, and it has to be absurdly cold for it to not be a gas.
However, when made into a dust-breath (which would make it at the correct temperature for it to exist at such a point), it is still a harmless room-temperature gas instead of a freeze-off-your-smaller-body-parts dust.
Troubleshooting?
And before you ask, yes I'm making wizards.
Oh, and they and their female version are still addressed as "humans" and don't blink between their alttile.
Has your material a MAT_FIXED_TEMP?
Is there any way for me to make cloth chairs called cushions? Or is the coffin/casket/sarcophagus type stuff hardcoded?
Making a cloth chair is simple enough.
Unrelated question, is there a way to specify eggs from a specific creature as a reagent?
EGG:NONE:CREATURE_MAT:BIRD_CHICKEN:EGGSHELL
Though the material may also be EGG_WHITE or EGG_YOLK, I'm not entirely sure which of the three it would be.
If anyone was interested, Toady answered my question about this in the future of the fortress. Its tied to the generated UNIQUE_DEMON token (which can't be modded).Spoiler relating to newrelated contentSpoiler (click to show/hide)If this hasn't been figured out yet, does anyone have any suggestions on the kind of SCIENCE! and modding I would need to do to figure it out? I imagine an uncompressed save followed by looking through the procedurally generated raws might be necessary.Spoiler (click to show/hide)
We must figure this out, sadly I have no way to extract raws... can someone extract raws and find a binded demon/slab to see if it isnt just hard coded?
I was kinda hoping that i could make a sort of "Overlord" mod, and since there are more reasons to learn secrets and things i can get creative.
Before I continue on my quest to make wizards, is it possible for cold objects covering a body part to cause frostbite, or is that restricted to the environment?
This is technically modding-related since such things happen extremely rarely outside of modding.
What was the delay between picking up the dagger and being told about damage from the cold?Before I continue on my quest to make wizards, is it possible for cold objects covering a body part to cause frostbite, or is that restricted to the environment?
This is technically modding-related since such things happen extremely rarely outside of modding.
All I have is anecdotal evidence of my adventurer picking up a dagger that was well below freezing and having their hand get frostbitten. I have not done any real testing with this before, and am not 100% sure how it works.Spoiler (click to show/hide)
I can't quite remember, since that adventure was back in May. It was fairly quick though, I only got a couple of steps before it started warning me.I'm testing in the arena right now. Someone is covered in "human ice" which technically is 200 Urists (Water freezes below 10,000 Urists, but we all know that). No signs as of 20th Slate, 1.
I'm not even certain how cold the dagger was either. It was stuck in some ice and I took it out once the pool thawed. It apparently had an ice coating.
Before I continue on my quest to make wizards, is it possible for cold objects covering a body part to cause frostbite, or is that restricted to the environment?I think I recall a post on where someone had several ice spell interactions. To get frostbite, they used a liquid that was generated at below freezing temperature (I think you set the boiling point really low, so when the game is told to make the material a liquid, it generates it at a temperature below the boiling point and then you also give the liquid a fixed temperature). You use a liquid so it can cover them, allowing frostbite faster.
This is technically modding-related since such things happen extremely rarely outside of modding.
Awesome! I have a few spells I've come up with (with quite a lot of help):Spoiler: Ice Spike (click to show/hide)Spoiler: Arctic Wind (click to show/hide)
Both of these spells require this material:Spoiler (click to show/hide)
Also, for any creature you want to give these spells to (especially the second one), you'll have to add [SELECT_MATERIAL:ALL][COLDDAM_POINT:NONE].
What's the reaction code for charcoal?
creature_modrace
[OBJECT:CREATURE]
[CREATURE:DEMIGOD]
[DESCRIPTION:A medium-sized creature prone to great ambition.]
[NAME:demigod:demigods:demigod]
[CASTE_NAME:demigod:demigods:demigod]
[CREATURE_TILE:'X'][COLOR:3:0:0]
[CREATURE_SOLDIER_TILE:154]
[INTELLIGENT]
[CANOPENDOORS]
[BENIGN]
[POWER]
[PREFSTRING:stature]
[TRANCES]
[FIREIMMUNE]
[FIREIMMUNE_SUPER]
[NOFEAR][NOEXERT]
[EXTRAVISION][NOBREATHE][NOSTUN][NONAUSEA]
[NO_DIZZINESS]
[NO_FEVERS]
[NO_DRINK][NO_EAT][NO_SLEEP]
[NOPAIN]
[MAGMA_VISION]
[NO_PHYS_ATT_RUST]
[SELECT_MATERIAL:ALL]
[BODY:HUMANOID_NECK:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:TONGUE:FACIAL_FEATURES:TEETH:RIBCAGE]
[BODY_DETAIL_PLAN:ADAMANTINE_MATERIALS]
[BODY_DETAIL_PLAN:ADAMANTINE_TISSUES] [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] [BODY_DETAIL_PLAN:HEAD_HAIR_TISSUE_LAYERS]
[USE_TISSUE_TEMPLATE:EYEBROW:EYEBROW_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:HEAD:EYEBROW:ABOVE:BY_CATEGORY:EYE]
[USE_TISSUE_TEMPLATE:EYELASH:EYELASH_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:EYELID:EYELASH:FRONT]
[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:FINGER:NAIL:FRONT]
[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:DOSION:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[USE_MATERIAL_TEMPLATE:SWEAT:SWEAT_TEMPLATE]
[USE_MATERIAL_TEMPLATE:TEARS:TEARS_TEMPLATE]
[USE_MATERIAL_TEMPLATE:SPIT:SPIT_TEMPLATE]
[SECRETION:LOCAL_CREATURE_MAT:SWEAT:LIQUID:BY_CATEGORY:ALL:SKIN:EXERTION]
[USE_MATERIAL_TEMPLATE:DOSION:CREATURE_EXTRACT_TEMPLATE]
[STATE_NAME:ALL_SOLID:frozen demigod dosion]
[STATE_ADJ:ALL_SOLID:frozen demigod dosion]
[STATE_NAME:LIQUID:demigod dosion]
[STATE_ADJ:LIQUID:demigod dosion]
[STATE_NAME:GAS:boiling demigod dosion]
[STATE_ADJ:GAS:boiling demigod dosion]
[PREFIX:NONE]
[SYNDROME]
[SYN_NAME:demigod slash]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_IMMUNE_CREATURE:DEMIGOD:ALL]
[SYN_CONTACT]
[CE_DIZZINESS:SEV:50:PROB:100:RESISTABLE:SIZE_DILUTES:START:30:PEAK:500:END:1500]
[CE_DROWSINESS:SEV:50:PROB:100:RESISTABLE:SIZE_DILUTES:START:30:PEAK:500:END:1500]
[CE_FEVER:SEV:50:PROB:100:RESISTABLE:SIZE_DILUTES:START:50:PEAK:500:END:1500]
[CE_PAIN:SEV:75:PROB:100:RESISTABLE:SIZE_DILUTES:LOCALIZED:VASCULAR_ONLY:START:10:PEAK:500:END:1500]
[USE_MATERIAL_TEMPLATE:POISON:CREATURE_EXTRACT_TEMPLATE]
[STATE_NAME:ALL_SOLID:touch of death]
[STATE_ADJ:ALL_SOLID:touch of death]
[STATE_NAME:LIQUID:touch of death]
[STATE_ADJ:LIQUID:touch of death]
[STATE_NAME:GAS:touch of death]
[STATE_ADJ:GAS:touch of death]
[PREFIX:NONE]
[ENTERS_BLOOD]
[SYNDROME]
[SYN_NAME:curse of the blood god]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_IMMUNE_CREATURE:ARMOK:ALL]
[SYN_INJECTED]
[CE_NECROSIS:SEV:1000:PROB:100:BP:BY_CATEGORY:ALL:ALL:START:30:PEAK:60:END:1200]
[CAN_DO_INTERACTION:STRENGTH]
[CDI:ADV_NAME:Become stronger]
[CDI:USAGE_HINT:FLEEING]
[CDI:TARGET:A:LINE_OF_SIGHT]
[CDI:VERB:become stronger:fills you with a sense of impending death:NA]
[CDI:TARGET_RANGE:A:1]
[CDI:WAIT_PERIOD:0]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:minigun]
[CDI:USAGE_HINT:ATTACK]
[CDI:MATERIAL:INORGANIC:LEAD:SOLID_GLOB]
[CDI:VERB:extend a minigun from your hand and start firing:extends a minigun from their hand and starts firing:NA]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:5000000]
[CDI:WAIT_PERIOD:0]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Breath fire]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
[CDI:FLOW:DRAGONFIRE]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:10]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Breathe magma]
[CDI:USAGE_HINT:ATTACK]
[CDI:MATERIAL:INORGANIC:OBSIDIAN:TRAILING_VAPOR_FLOW]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:10]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:100]
[CDI:ADV_NAME:Cast Empower]
[CDI:INTERACTION:EMPOWER]
[CDI:USAGE_HINT:FLEEING]
[CDI:TARGET:A:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:A:10]
[CDI:VERB:remove fear and other emotions from the mind of the target:concentrates:NA]
[CDI:TARGET_VERB:feel emotions vanish from your mind:feels like his emotions vanish]
[CDI:WAIT_PERIOD:60]
[CAN_DO_INTERACTION:ENLIGHTEN]
[CDI:ADV_NAME:Enlighten]
[CDI:TARGET:A:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:A:2]
[CDI:VERB:gesture:gestures:NA]
[CDI:MAX_TARGET_NUMBER:A:1]
[CDI:TARGET_VERB:are enlightened:is enlightened]
[CDI:WAIT_PERIOD:20]
[CAN_DO_INTERACTION:UBERMODE]
[CDI:ADV_NAME:Break seal]
[CDI:TARGET:A:SELF_ONLY]
[CDI:TARGET_RANGE:A:2]
[CDI:VERB:gesture:gestures:NA]
[CDI:MAX_TARGET_NUMBER:A:1]
[CDI:TARGET_VERB:feel the godly energy flow through you:feels the godly energy flow through them]
[CDI:WAIT_PERIOD:20]
[CAN_DO_INTERACTION:WEREWOLF_CURSE]
[CDI:ADV_NAME:Accept Curse]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:HEAD]
[CDI:TARGET:A:SELF_ONLY]
[CDI:VERB:warps reality:warps realtiy:NA]
[CDI:TARGET_VERB:Feel envigoured:Feel envigoured:NA]
[CDI:TARGET_RANGE:A]
[CDI:WAIT_PERIOD:100]
[BODY_SIZE:0:0:4000]
[BODY_SIZE:1:168:17500]
[BODY_SIZE:12:0:70000]
[BODY_APPEARANCE_MODIFIER:HEIGHT:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
[BODY_APPEARANCE_MODIFIER:BROADNESS:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
[SET_BP_GROUP:BY_CATEGORY:EYE]
[BP_APPEARANCE_MODIFIER:CLOSE_SET:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:DEEP_SET:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:ROUND_VS_NARROW:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:LARGE_IRIS:25:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[SET_BP_GROUP:BY_CATEGORY:LIP]
[BP_APPEARANCE_MODIFIER:THICKNESS:50:70:90:100:110:130:200]
[APP_MOD_NOUN:lips:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:150:190]
[SET_BP_GROUP:BY_CATEGORY:NOSE]
[BP_APPEARANCE_MODIFIER:BROADNESS:25:70:90:100:110:130:200]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[BP_APPEARANCE_MODIFIER:LENGTH:25:70:90:100:110:130:200]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[BP_APPEARANCE_MODIFIER:UPTURNED:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:CONVEX:0:70:90:100:110:130:200]
[APP_MOD_NOUN:nose bridge:SINGULAR]
[SET_BP_GROUP:BY_CATEGORY:EAR]
[BP_APPEARANCE_MODIFIER:SPLAYED_OUT:0:70:90:100:110:130:200]
[APP_MOD_NOUN:ears:PLURAL]
[BP_APPEARANCE_MODIFIER:HANGING_LOBES:0:70:90:100:110:130:200]
[APP_MOD_NOUN:ears:PLURAL]
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_NOUN:ears:PLURAL]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_NOUN:ears:PLURAL]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[SET_BP_GROUP:BY_CATEGORY:TOOTH]
[BP_APPEARANCE_MODIFIER:GAPS:0:70:90:100:110:130:200]
[APP_MOD_NOUN:teeth:PLURAL]
[BP_APPEARANCE_MODIFIER:LENGTH:100:100:100:100:100:100:100] for vampires
[APP_MOD_IMPORTANCE:1000]
[APP_MOD_NOUN:teeth:PLURAL]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[SET_BP_GROUP:BY_CATEGORY:SKULL]
[BP_APPEARANCE_MODIFIER:HIGH_CHEEKBONES:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:BROAD_CHIN:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:JUTTING_CHIN:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:SQUARE_CHIN:0:70:90:100:110:130:200]
[SET_BP_GROUP:BY_CATEGORY:THROAT]
[BP_APPEARANCE_MODIFIER:DEEP_VOICE:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:RASPY_VOICE:0:70:90:100:110:130:200]
[SET_BP_GROUP:BY_CATEGORY:HEAD]
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[ATTACK: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]
[SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:POISON:LIQUID:100:100]
[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:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:FINGER:NAIL]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:scratch:scratches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:SECOND]
[SPECIALATTACK_INJECT_EXTRACT:INORGANIC:OBSIDIAN:LIQUID:100:100]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:VENOM:LIQUID:100:100]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_CANLATCH]
[BABY:1]
[CHILD:12]
[EQUIPS]
[ALL_ACTIVE]
[LOW_LIGHT_VISION:100000]
[NATURAL_SKILL:MELEE_COMBAT:16]
[NATURAL_SKILL:RANGED_COMBAT:16]
[NATURAL_SKILL:WRESTLING:16]
[NATURAL_SKILL:BITE:16]
[NATURAL_SKILL:GRASP_STRIKE:16]
[NATURAL_SKILL:STANCE_STRIKE:16]
[NATURAL_SKILL:DODGING:16]
[NATURAL_SKILL:MISC_WEAPON:16]
[NATURAL_SKILL:AXE:16]
[NATURAL_SKILL:SWORD:16]
[NATURAL_SKILL:DAGGER:16]
[NATURAL_SKILL:MACE:16]
[NATURAL_SKILL:HAMMER:16]
[NATURAL_SKILL:SPEAR:16]
[NATURAL_SKILL:CROSSBOW:16]
[NATURAL_SKILL:SHIELD:16]
[NATURAL_SKILL:ARMOR:16]
[NATURAL_SKILL:SIEGECRAFT:16]
[NATURAL_SKILL:SIEGEOPERATE:16]
[NATURAL_SKILL:BOWYER:16]
[NATURAL_SKILL:PIKE:16]
[NATURAL_SKILL:WHIP:16]
[NATURAL_SKILL:BOW:16]
[NATURAL_SKILL:BLOWGUN:16]
[NATURAL_SKILL:THROW:16]
[SMELL_TRIGGER:1]
[HOMEOTHERM:10067]
[APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:0:0:0:0:0:0] 87+ kph
[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:0:0:0:0:0:0] 87+ kph
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:900:300:200:100:1900:2900] 87+ kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:900:300:200:100:1900:2900] 70 kph
[SWIMS_LEARNED]
[MANNERISM_LAUGH]
[MANNERISM_SMILE]
[MANNERISM_WALK]
[MANNERISM_SIT]
[MANNERISM_POSTURE]
[MANNERISM_STRETCH]
[SPOUSE_CONVERSION_TARGET]
[MUNDANE]
[CASTE:MALE]
[MALE]
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]
[PLUS_TL_GROUP:BY_CATEGORY:EYELID:EYELASH]
[TL_COLOR_MODIFIER:AMBER:1:AUBURN:1:BLACK:1:BROWN:1:BUFF:1:BURNT_SIENNA:1:BURNT_UMBER:1:CHARCOAL:1:CHESTNUT:1:CHOCOLATE:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_CHESTNUT:1:DARK_TAN:1:ECRU:1:FLAX:1:GOLD:1:GOLDEN_YELLOW:1:GOLDENROD:1:LIGHT_BROWN:1:MAHOGANY:1:OCHRE:1:PALE_BROWN:1:PALE_CHESTNUT:1:PUMPKIN:1:RAW_UMBER:1:RUSSET:1:SAFFRON:1:SEPIA:1:TAN:1:TAUPE_DARK:1:TAUPE_GRAY:1:TAUPE_MEDIUM:1:TAUPE_PALE:1:TAUPE_SANDY:1]
[TLCM_NOUN:hair:SINGULAR]
[TL_COLOR_MODIFIER:GRAY:1]
[TLCM_NOUN:hair:SINGULAR]
[TLCM_TIMING:ROOT:40:0:70:0]
[TL_COLOR_MODIFIER:WHITE:1]
[TLCM_NOUN:hair:SINGULAR]
[TLCM_TIMING:ROOT:70:0:90:0]
[SET_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:80:90:100:110:120:150]
[APP_MOD_NOUN:eyebrows:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]
[TISSUE_LAYER_APPEARANCE_MODIFIER:DENSE:50:80:90:100:110:120:150]
[APP_MOD_NOUN:eyebrows:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]
[TISSUE_LAYER_APPEARANCE_MODIFIER:HIGH_POSITION:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyebrows:PLURAL]
[SET_TL_GROUP:BY_CATEGORY:EYELID:EYELASH]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:80:90:100:110:120:150]
[APP_MOD_NOUN:eyelashes:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:0:0:0:0:0:0:0]
[APP_MOD_NOUN:hair:SINGULAR]
[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]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[TISSUE_STYLE_UNIT:HAIR:STANDARD_HAIR_SHAPINGS]
[TSU_NOUN:hair:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]
[TISSUE_STYLE_UNIT:BEARD:STANDARD_BEARD_SHAPINGS]
[TSU_NOUN:beard:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]
[TISSUE_STYLE_UNIT:MOUSTACHE:STANDARD_MOUSTACHE_SHAPINGS]
[TSU_NOUN:moustache:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
[TISSUE_STYLE_UNIT:SIDEBURNS:STANDARD_SIDEBURNS_SHAPINGS]
[TSU_NOUN:sideburns:PLURAL]
[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]
[TISSUE_LAYER_APPEARANCE_MODIFIER:WRINKLY:0:0:0:0:0:0:0]
[APP_MOD_RATE:1:YEARLY:0:100:30:0:NO_END]
[APP_MOD_NOUN:skin:SINGULAR]
[APP_MOD_DESC_RANGE:0:0:0:1:25:50]
[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]
[SELECT_TISSUE_LAYER:ALL] [TL_HEALING_RATE:1]
[GENERAL_MATERIAL_FORCE_MULTIPLIER:1:1000000]
[SELECT_MATERIAL:ALL]
[MULTIPLY_VALUE:2]
[HEATDAM_POINT:13000]
[COLDDAM_POINT:NONE]
[IGNITE_POINT:13000]
[MELTING_POINT:13000]
[BOILING_POINT:15000]
interaction_modrace
[OBJECT:INTERACTION]
[INTERACTION:STRENGTH]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_NAME:Strong]
[CE_PHYS_ATT_CHANGE:STRENGTH:1000000:0:START:0]
[CE_PHYS_ATT_CHANGE:TOUGHNESS:1000000:0:START:0]
[INTERACTION:UBERMODE]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:BUFF]
[IT_MANUAL_INPUT:target]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_CLASS:BUFF]
[SYN_NAME:STR Buff]
[CE_PHYS_ATT_CHANGE:STRENGTH:10000000:0:START:0:END:1000]
[CE_PHYS_ATT_CHANGE:AGILITY:10000000:0:START:0:END:1000]
[CE_PHYS_ATT_CHANGE:TOUGHNESS:10000000:0:START:0:END:1000]
[INTERACTION:ENLIGHTEN]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED]
[IT_FORBIDDEN:NOT_LIVING]
[IT_FORBIDDEN:FIT_FOR_ANIMATION]
[IT_FORBIDDEN:CAN_SPEAK]
[IT_FORBIDDEN:INTELLIGENT]
[IT_FORBIDDEN:UTTERANCES]
[IT_FORBIDDEN:SUPERNATURAL]
[IT_MANUAL_INPUT:creature]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:enlightened]
[SYNDROME]
[CE_ADD_TAG:CAN_SPEAK:CAN_LEARN:NO_AGING:NO_EAT:NO_DRINK:NO_SLEEP:START:0]
[CE_MENT_ATT_CHANGE:ANALYTICAL_ABILITY:0:2000:LINGUISTIC_ABILITY:0:2000:SOCIAL_AWARENESS:0:2000:START:0]
[CE_REMOVE_TAG:BUILDINGDESTROYER:MISCHIEVIOUS:START:0]
[INTERACTION:EMPOWER]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED]
[IT_MANUAL_INPUT:victim]
[IT_FORBIDDEN:NOT_LIVING]
[IT_REQUIRES:HAS_BLOOD]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:mental help]
[SYNDROME]
[SYN_NAME:empower]
[CE_ADD_TAG:NOEXERT:NOPAIN:NOSTUN:NO_DIZZINESS:NOEMOTION:NOFEAR:NO_EAT:NO_DRINK:NO_SLEEP:NONAUSEA:START:0:END:20]
[INTERACTION:WEREWOLF_CURSE]
[I_SOURCE:DEITY]
[IS_USAGE_HINT:MAJOR_CURSE]
[IS_HIST_STRING_1: cursed ]
[IS_HIST_STRING_2: to assume the form of a wolf-like monster every full moon]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_REQUIRES:CAN_LEARN]
[IT_REQUIRES:HAS_BLOOD]
[IT_FORBIDDEN:NOT_LIVING]
[IT_FORBIDDEN:SUPERNATURAL]
[IT_CANNOT_HAVE_SYNDROME_CLASS:WERECURSE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:VAMPCURSE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:DISTURBANCE_CURSE]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_NAME:werewolf origin curse]
[IE_ARENA_NAME:Werewolf]
[SYN_CLASS:WERECURSE]
[CE_BODY_TRANSFORMATION:START:0]
[CE:CREATURE:DEMIGOD:MALE]
[CE:PERIODIC:MOON_PHASE:27:0]
[CE_ADD_TAG:NO_AGING:START:0]
[CE_CAN_DO_INTERACTION:START:0]
[CDI:ADV_NAME:Shift Quickly]
[CDI:INTERACTION:WEREWOLF_QUICKTRANSF]
[CDI:TARGET:A:SELF_ONLY]
[CDI:USAGE_HINT:ATTACK]
[CDI:VERB:give a wolfish howl:gives a wolfish howl:NA]
[CDI:TARGET_VERB:twist into a new shape:is twisted into a new shape]
[CDI:WAIT_PERIOD:1]
[CE_CAN_DO_INTERACTION:START:0]
[CDI:ADV_NAME:Temporarily Shift]
[CDI:INTERACTION:WEREWOLF_MEDTRANSF]
[CDI:TARGET:A:SELF_ONLY]
[CDI:USAGE_HINT:ATTACK]
[CDI:VERB:give a wolfish howl:gives a wolfish howl:NA]
[CDI:TARGET_VERB:twist into a new shape:twists into a new shape]
[CDI:WAIT_PERIOD:75]
[CE_CAN_DO_INTERACTION:START:0]
[CDI:ADV_NAME:Initiate Transformation]
[CDI:INTERACTION:WEREWOLF_LONGTRANSF]
[CDI:TARGET:A:SELF_ONLY]
[CDI:VERB:give a wolfish howl:gives a wolfish howl:NA]
[CDI:TARGET_VERB:twist into a new shape:twists into a new shape]
[CDI:WAIT_PERIOD:505]
[INTERACTION:WEREWOLF_QUICKTRANSF]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_AFFECTED_CLASS:WERECURSE]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[CE_BODY_TRANSFORMATION:START:0:END:1]
[CE:CREATURE:DEMIGOD:MALE]
[INTERACTION:WEREWOLF_MEDTRANSF]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_AFFECTED_CLASS:WERECURSE]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[CE_BODY_TRANSFORMATION:START:0:END:50]
[CE:CREATURE:DEMIGOD:MALE]
[INTERACTION:WEREWOLF_LONGTRANSF]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_AFFECTED_CLASS:WERECURSE]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[CE_BODY_TRANSFORMATION:START:0:END:500]
[CE:CREATURE:DEMIGOD:MALE]
[INTERACTION:WEREWOLF_BITE]
[I_SOURCE:ATTACK]
[IS_HIST_STRING_1: attacked ]
[IS_HIST_STRING_2:, passing on the werewolf curse]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_REQUIRES:CAN_LEARN]
[IT_REQUIRES:HAS_BLOOD]
[IT_FORBIDDEN:NOT_LIVING]
[IT_FORBIDDEN:SUPERNATURAL]
[IT_CANNOT_HAVE_SYNDROME_CLASS:WERECURSE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:VAMPCURSE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:DISTURBANCE_CURSE]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_NAME:werewolf curse]
[SYN_CLASS:WERECURSE]
[CE_BODY_TRANSFORMATION:START:16800]
[CE:CREATURE:DEMIGOD:MALE]
Those numbers might be too big.ill test with smaller numbers and post the results.
Before I continue on my quest to make wizards, is it possible for cold objects covering a body part to cause frostbite, or is that restricted to the environment?I think I recall a post on where someone had several ice spell interactions. To get frostbite, they used a liquid that was generated at below freezing temperature (I think you set the boiling point really low, so when the game is told to make the material a liquid, it generates it at a temperature below the boiling point and then you also give the liquid a fixed temperature). You use a liquid so it can cover them, allowing frostbite faster.
This is technically modding-related since such things happen extremely rarely outside of modding.
No wait found the thread... they used a syndrome that simulates the effects of frostbite.Awesome! I have a few spells I've come up with (with quite a lot of help):Spoiler: Ice Spike (click to show/hide)Spoiler: Arctic Wind (click to show/hide)
Both of these spells require this material:Spoiler (click to show/hide)
Also, for any creature you want to give these spells to (especially the second one), you'll have to add [SELECT_MATERIAL:ALL][COLDDAM_POINT:NONE].
Is there a way to get more embarking points?
You can control the amount of embark points in worldgen (the "Design World with Advanced Parameters")
You can control the amount of embark points in worldgen (the "Design World with Advanced Parameters")
Thanks for the quick reply! Is there a way to add more points for an already existing region, though?
seems like it still doesn't work. it did once before i started to fully edit my custom race and i threw a ogre 7 tile and a goblin like 16 tiles. but it just stopped working. it think it has something to do with the creature file(pg 39)Those numbers might be too big.ill test with smaller numbers and post the results.
then i can have some !fun!
I think only Toady really knows what many of these new tree and growth tokens actually do. Probably, the token takes two percentages and only allows the growth to appear between the first percentage and the second percentage. The -1 then would be a marker that, yes, the very top is what you mean. So a [GROWTH_TRUNK_HEIGHT_PERC:50:100] should have the growth on half the tree. But that needs to be tested.
Thanks. I had done some tests with the tree tokens, which I put on the talk page, but not so much on the growth tokens beyond the host tile one.I think only Toady really knows what many of these new tree and growth tokens actually do. Probably, the token takes two percentages and only allows the growth to appear between the first percentage and the second percentage. The -1 then would be a marker that, yes, the very top is what you mean. So a [GROWTH_TRUNK_HEIGHT_PERC:50:100] should have the growth on half the tree. But that needs to be tested.
It appears to actually work like this, from what I've tested of it in the arena. If there are any branches below, the growths will simply ignore them and go directly to the specified range. 50,-1 doesn't seem to do anything.
Just google up Large-Address Aware stuff.TY found it...though it only improved fps by 10.
No, nothing. Double-check reaction_other.txt to make sure nothing changed with the reaction.
The big advantage of having more RAM isn't that it improves FPS, it's mainly that it allows you to have more junk in your fortress before the game crashes due to not having enough RAM to hold everything.Just google up Large-Address Aware stuff.TY found it...though it only improved fps by 10.
[I_TARGET:A:CREATURE]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:40]
[CDI:MAX_TARGET_NUMBER:C:1]
Hey guys, I just got back into modding for the first time in 0.40. I am trying to create a civ that lives in dark fortresses, like goblins. However, every time I designate [DEFAULT_SITE_TYPE:DARK_FORTRESS], it crashes when placing the civ. Is this something we can no longer do in 0.40? Or am I forgetting how to do this?In all likelihood, the crash is caused by having multiple positions with [CHAT_WORTHY] in that entity. Somehow that seems to confuse the demon "creating" the entity, it would seem.
It makes me very sad.
Hmm, I've got a working wizard secret syndrome, but I can't manage to get them to build towers. I'm not sure if the zombies are required, or how to get my wizards to stop becoming mayors and other nobles of civilizations so they can spend their time training apprentices. Any ideas anyone?People with secrets only build towers when they have 50 zombies (or otherwise animated creatures). I'm not certain about apprentices - I think they can always take apprentices no matter where they are as long as the secret has the mundane teaching tag, but I'm not 100% sure.
[INTERACTION:EXAMPLE RAISE]
[I_TARGET:A:CORPSE]
[IT_LOCATION:CONTEXT_ITEM]
[IT_AFFECTED_CLASS:GENERAL_POISON]
[IT_REQUIRES:FIT_FOR_ANIMATION]
[IT_FORBIDDEN:NOT_LIVING]
[IT_MANUAL_INPUT:corpses]
[I_EFFECT:ANIMATE]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Animated corpse]
[SYNDROME]
[CE_FLASH_TILE:TILE:165:3:0:0:FREQUENCY:2000:1000:START:0]
[CE_PHYS_ATT_CHANGE:STRENGTH:300:1000:TOUGHNESS:300:1000:START:0]
[CE_SPEED_CHANGE:SPEED_PERC:60:START:0]
[CE_ADD_TAG:NO_AGING:NOT_LIVING:OPPOSED_TO_LIFE:EXTRAVISION:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:NOEMOTION:PARALYZEIMMUNE:NOFEAR:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:NOTHOUGHT:NO_THOUGHT_CENTER_FOR_MOVEMENT:NO_CONNECTIONS_FOR_MOVEMENT:START:0]
[CE_REMOVE_TAG:HAS_BLOOD:TRANCES:LIKES_FIGHTING:MISCHIEVOUS:START:0]
makes the zombie loyal to the necromancer?Hmm, any idea which tag in hereCode: [Select][INTERACTION:EXAMPLE RAISE]
makes the zombie loyal to the necromancer?
[I_TARGET:A:CORPSE]
[IT_LOCATION:CONTEXT_ITEM]
[IT_AFFECTED_CLASS:GENERAL_POISON]
[IT_REQUIRES:FIT_FOR_ANIMATION]
[IT_FORBIDDEN:NOT_LIVING]
[IT_MANUAL_INPUT:corpses]
[I_EFFECT:ANIMATE]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Animated corpse]
[SYNDROME]
[CE_FLASH_TILE:TILE:165:3:0:0:FREQUENCY:2000:1000:START:0]
[CE_PHYS_ATT_CHANGE:STRENGTH:300:1000:TOUGHNESS:300:1000:START:0]
[CE_SPEED_CHANGE:SPEED_PERC:60:START:0]
[CE_ADD_TAG:NO_AGING:NOT_LIVING:OPPOSED_TO_LIFE:EXTRAVISION:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:NOEMOTION:PARALYZEIMMUNE:NOFEAR:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:NOTHOUGHT:NO_THOUGHT_CENTER_FOR_MOVEMENT:NO_CONNECTIONS_FOR_MOVEMENT:START:0]
[CE_REMOVE_TAG:HAS_BLOOD:TRANCES:LIKES_FIGHTING:MISCHIEVOUS:START:0]
Edit: actually it's probably [I_EFFECT:ANIMATE] isn't it. hmm.
Necromancers don't actually have that tag. Only their zombies do. Luckily for the necromancers the zombies are their allies. I did a few more hours than I care to admit figuring out what actually caused the zombies to be allies with the necromancers, and it turns out it was being raised by them. Now my wizards work, albeit they have to do some dual-interaction-paralysis-negating-zombie-transforming to avoid having zombies.
Hey guys, I just got back into modding for the first time in 0.40. I am trying to create a civ that lives in dark fortresses, like goblins. However, every time I designate [DEFAULT_SITE_TYPE:DARK_FORTRESS], it crashes when placing the civ. Is this something we can no longer do in 0.40? Or am I forgetting how to do this?In all likelihood, the crash is caused by having multiple positions with [CHAT_WORTHY] in that entity. Somehow that seems to confuse the demon "creating" the entity, it would seem.
It makes me very sad.
It's weird that I don't seem to have other problems with my positions, I only needed to "comment out" that one token.... Either way, it is something about having positions in the entity. That much is established.Hey guys, I just got back into modding for the first time in 0.40. I am trying to create a civ that lives in dark fortresses, like goblins. However, every time I designate [DEFAULT_SITE_TYPE:DARK_FORTRESS], it crashes when placing the civ. Is this something we can no longer do in 0.40? Or am I forgetting how to do this?In all likelihood, the crash is caused by having multiple positions with [CHAT_WORTHY] in that entity. Somehow that seems to confuse the demon "creating" the entity, it would seem.
It makes me very sad.
That's not it. The entity runs fine once I change their [DEFAULT_SITE_TYPE] to city or the like. I did try it though. No Dice.
The [DESCRIPTION:] tag is not the tag to start defining a creature, for one. It's [CREATURE:].ahh, ok, first mod attempt period, i will fix that now
Not [CREATURE_TILE:], just [CREATURE:].i copied the raws from the humans and worked of of that, but my problem is that they would show up in game, and work fine, but only in the testing area.
Use the raws already in the game for reference.
I'm having problems of my own, too, but I'm not sure if this is a bug or I'm doing something wrong. I have a reaction that's supposed to let you create weapons and armor in adventurer mode, taking different amounts of materials for each item. Right now I have the maul taking three bars of metal, but in testing, it asks for 'select material (3 left, consumed)'. Then when I select a single out of three bars, it goes immediately to 'select material (-147 left, consumed)'. After that, I select a second bar, and then the reaction ends and it says that I made nothing.
If it helps, here's the reaction in question, and I have another [REACTION_CLASS:METAL] token put into the metal material template.
Not [CREATURE_TILE:], just [CREATURE:].i copied the raws from the humans and worked of of that, but my problem is that they would show up in game, and work fine, but only in the testing area.
Use the raws already in the game for reference.
i cant get them to appear and make civilizations in the worldgen stage, and i cant even play as an outsider?
can someone help?
how do I do that.I'm having problems of my own, too, but I'm not sure if this is a bug or I'm doing something wrong. I have a reaction that's supposed to let you create weapons and armor in adventurer mode, taking different amounts of materials for each item. Right now I have the maul taking three bars of metal, but in testing, it asks for 'select material (3 left, consumed)'. Then when I select a single out of three bars, it goes immediately to 'select material (-147 left, consumed)'. After that, I select a second bar, and then the reaction ends and it says that I made nothing.
If it helps, here's the reaction in question, and I have another [REACTION_CLASS:METAL] token put into the metal material template.
Bars have a size of 150. So to use a single bar in a reaction the reagent line must have an amount of 150, and not 1.Not [CREATURE_TILE:], just [CREATURE:].i copied the raws from the humans and worked of of that, but my problem is that they would show up in game, and work fine, but only in the testing area.
Use the raws already in the game for reference.
i cant get them to appear and make civilizations in the worldgen stage, and i cant even play as an outsider?
can someone help?
Did you make an entity for them?
how do I do that.
this is the first thing i have tried modding, so this could be very borked.
The thing you're doing wrong is probably "everything". Post all you have, including the filenames.
[BODY_DETAIL_PLAN:WING_FEATHER_TISSUE_LAYER]
[USE_MATERIAL_TEMPLATE:FEATHER:VALKYRIE_FEATHER_TEMPLATE]
[BODY_DETAIL_PLAN:WING_FEATHER_TISSUE_LAYERS:FEATHER]
[USE_MATERIAL_TEMPLATE:FEATHER:VALKYRIE_FEATHER_TEMPLATE]
Necromancers don't actually have that tag. Only their zombies do. Luckily for the necromancers the zombies are their allies. I did a few more hours than I care to admit figuring out what actually caused the zombies to be allies with the necromancers, and it turns out it was being raised by them. Now my wizards work, albeit they have to do some dual-interaction-paralysis-negating-zombie-transforming to avoid having zombies.
That might of changed, in 34 I tried without Not_living they would become stuck in an infanant combat loop, kill x, raise x, kill x raise x, ad nauseum.
Are you testing in arena or adventure?
You have LOCAL_CREATURE_MAT in the interactions but the actual materials are inorganics, and should be specified as such with INORGANIC instead.
This is in the creature?Code: [Select][BODY_DETAIL_PLAN:WING_FEATHER_TISSUE_LAYER]
[USE_MATERIAL_TEMPLATE:FEATHER:VALKYRIE_FEATHER_TEMPLATE]
If so then it should be this:Code: [Select][BODY_DETAIL_PLAN:WING_FEATHER_TISSUE_LAYERS:FEATHER]
[USE_MATERIAL_TEMPLATE:FEATHER:VALKYRIE_FEATHER_TEMPLATE]
You misnamed the detail plan and didn't give it arguments. As for the entity, could you post the entire entity file? It may be missing other things such as a starting population.
thanks, that did the trick.how do I do that.
this is the first thing i have tried modding, so this could be very borked.
There is a file called entity_default.
Just go in there, copy the human civilization (called [ENTITY:PLAINS]), rename it, and replace the human creature with your custom one.
thanks, that did the trick.
now, i jsut need to make them stop being bright red furred ferret men
currently its start biome is an exclusive start in TAIGA and it does spawn but when i switch it to tundra it fails.
currently its start biome is an exclusive start in TAIGA and it does spawn but when i switch it to tundra it fails.
[PRODUCT:100:1:SHIELD:NONE:whatever]
So I created a reaction for creating shields, yet I apparently messed up and it randomly creates bucklers and shields, but also curved shields and tall shields.
I haven't found these in the raws and I am wondering if those things are known.
Do we have information on their stats?
yes, [ALLOWED_CREATURE:CREATURE:CLASS] (http://dwarffortresswiki.org/index.php/DF2014:Position_token)
Do you know how nice it is to actually answer "yes" and give a single token response to a question that seemed like a shot in the dark? It's frigging refreshing.
i meant that i need to limit the hair and other choices for them, cause right now its pretty freaking weird to read the description of one of themthanks, that did the trick.
now, i jsut need to make them stop being bright red furred ferret men
Sounds like a raw was duplicated somewhere. Anything in your errorlog? Did you make sure to change the copy of [ENTITY:PLAINS] to something else, like [ENTITY:CUSTOM]?currently its start biome is an exclusive start in TAIGA and it does spawn but when i switch it to tundra it fails.Strange. Might not be enough tundras in the world for them? I don't quite know what it could be.
Where the hell does that "NAKEDWOOD" plant in the splitting reaction come from? Not from anywhere in that repository, at least.
If that's supposed to be the "BLANK_TREE" in plant_accelerated.txt and by some black magic you got blocks of that type of wood out of that reaction, that material is missing the REACTION_CLASS:IS_WOOD that all your crafting processes demand.
[REACTION:STONE_CHEST]
[NAME:Make rock chest from 2 blocks]
[BUILDING:GRINDER:CUSTOM_L]
[BUILDING:STONECUTTER_WARLOCK:CUSTOM_L]
[REAGENT:A:2:BLOCKS:NONE:NONE:NONE][REACTION_CLASS:IS_STONE][WORTHLESS_STONE_ONLY]
[PRODUCT:100:1:BOX:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:STONECRAFT]
entity_locusts
entity_locusts
[OBJECT:ENTITY]
[ENTITY:DARK_HUMANS]
[CIV_CONTROLLABLE]
[CREATURE:NECROMANCER]
[TRANSLATION:HUMAN]
[DIGGER:ITEM_WEAPON_PICK]
[WEAPON:ITEM_WEAPON_WHIP]
[WEAPON:ITEM_WEAPON_AXE_BATTLE]
[WEAPON:ITEM_WEAPON_HAMMER_WAR]
[WEAPON:ITEM_WEAPON_SWORD_SHORT]
[WEAPON:ITEM_WEAPON_SPEAR]
[WEAPON:ITEM_WEAPON_MACE]
[WEAPON:ITEM_WEAPON_CROSSBOW]
[AMMO:ITEM_AMMO_BOLTS]
[WEAPON:ITEM_WEAPON_BOW]
[AMMO:ITEM_AMMO_ARROWS]
[WEAPON:ITEM_WEAPON_PIKE]
[WEAPON:ITEM_WEAPON_HALBERD]
[WEAPON:ITEM_WEAPON_SWORD_2H]
[WEAPON:ITEM_WEAPON_SWORD_LONG]
[WEAPON:ITEM_WEAPON_MAUL]
[WEAPON:ITEM_WEAPON_AXE_GREAT]
[WEAPON:ITEM_WEAPON_DAGGER_LARGE]
[WEAPON:ITEM_WEAPON_SCOURGE]
[WEAPON:ITEM_WEAPON_FLAIL]
[WEAPON:ITEM_WEAPON_MORNINGSTAR]
[WEAPON:ITEM_WEAPON_SCIMITAR]
[ARMOR:ITEM_ARMOR_BREASTPLATE:COMMON]
[ARMOR:ITEM_ARMOR_MAIL_SHIRT:COMMON]
[ARMOR:ITEM_ARMOR_LEATHER:COMMON]
[ARMOR:ITEM_ARMOR_CLOAK:COMMON]
[ARMOR:ITEM_ARMOR_TUNIC:COMMON]
[ARMOR:ITEM_ARMOR_ROBE:COMMON]
[HELM:ITEM_HELM_HELM:COMMON]
[HELM:ITEM_HELM_CAP:COMMON]
[HELM:ITEM_HELM_HOOD:COMMON]
[HELM:ITEM_HELM_MASK:UNCOMMON]
[GLOVES:ITEM_GLOVES_GAUNTLETS:COMMON]
[GLOVES:ITEM_GLOVES_GLOVES:COMMON]
[SHOES:ITEM_SHOES_SHOES:COMMON]
[SHOES:ITEM_SHOES_BOOTS:COMMON]
[SHOES:ITEM_SHOES_BOOTS_LOW:COMMON]
[SHOES:ITEM_SHOES_SANDAL:COMMON]
[SHOES:ITEM_SHOES_SOCKS:COMMON]
[PANTS:ITEM_PANTS_PANTS:COMMON]
[PANTS:ITEM_PANTS_GREAVES:COMMON]
[PANTS:ITEM_PANTS_LEGGINGS:COMMON]
[PANTS:ITEM_PANTS_LOINCLOTH:COMMON]
[SHIELD:ITEM_SHIELD_SHIELD]
[SHIELD:ITEM_SHIELD_BUCKLER]
[SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]
[TOY:ITEM_TOY_AXE]
[TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]
[TRAPCOMP:ITEM_TRAPCOMP_ENORMOUSCORKSCREW]
[TRAPCOMP:ITEM_TRAPCOMP_SPIKEDBALL]
[TRAPCOMP:ITEM_TRAPCOMP_LARGESERRATEDDISC]
[TRAPCOMP:ITEM_TRAPCOMP_MENACINGSPIKE]
[INSTRUMENT:ITEM_INSTRUMENT_DRUM]
[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:REMAINING:EVIL]
[CULL_SYMBOL:ALL:DOMESTIC]
[CULL_SYMBOL:ALL:FLOWERY]
[CULL_SYMBOL:ALL:HOLY]
[CULL_SYMBOL:ALL:PEACE]
[CULL_SYMBOL:ALL:NEGATOR]
[CULL_SYMBOL:ALL:GOOD]
[STONE_PREF]
[METAL_PREF]
[COMMON_DOMESTIC_PACK]
[COMMON_DOMESTIC_PULL]
[COMMON_DOMESTIC_MOUNT]
[USE_EVIL_ANIMALS]
[USE_EVIL_PLANTS]
[USE_EVIL_WOOD]
[USE_ANIMAL_PRODUCTS]
[USE_MISC_PROCESSED_WOOD_PRODUCTS]
[EQUIPMENT_IMPROVEMENTS]
[ABUSE_BODIES]
[SPHERE_ALIGNMENT:WAR:512]
[ART_FACET_MODIFIER:GOOD:0]
[ART_FACET_MODIFIER:EVIL:512]
[FRIENDLY_COLOR:5:0:1]
[DEFAULT_SITE_TYPE:DARK_FORTRESS]
[TOLERATES_SITE:DARK_FORTRESS]
[TOLERATES_SITE:CAVE_DETAILED]
[TOLERATES_SITE:CITY]
[START_BIOME:ANY_LAND]
[BIOME_SUPPORT:ALL_MAIN:1]
[BIOME_SUPPORT:ANY_RIVER:1]
[PROGRESS_TRIGGER_POPULATION:2]
[PROGRESS_TRIGGER_PRODUCTION:2]
[PROGRESS_TRIGGER_TRADE:2]
[PROGRESS_TRIGGER_POP_SIEGE:3]
[PROGRESS_TRIGGER_PROD_SIEGE:0]
[PROGRESS_TRIGGER_TRADE_SIEGE:0]
[ACTIVE_SEASON:SPRING]
[ACTIVE_SEASON:SUMMER]
[ACTIVE_SEASON:AUTUMN]
[ACTIVE_SEASON:WINTER]
[SIEGER]
[AMBUSHER]
[MAX_STARTING_CIV_NUMBER:100]
[MAX_POP_NUMBER:1000]
[MAX_SITE_POP_NUMBER:50]
[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: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:COOK]
[PERMITTED_JOB:SHEARER]
[PERMITTED_JOB:SPINNER]
[PERMITTED_JOB:BUTCHER]
[PERMITTED_JOB:TANNER]
[PERMITTED_JOB:DYER]
[PERMITTED_JOB:HERBALIST]
[PERMITTED_JOB:BREWER]
[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:TRADER]
[PERMITTED_JOB:ARCHITECT]
[PERMITTED_JOB:DIAGNOSER]
[PERMITTED_JOB:BONE_SETTER]
[PERMITTED_JOB:SUTURER]
[PERMITTED_JOB:SURGEON]
[PERMITTED_REACTION:TAN_A_HIDE]
[PERMITTED_REACTION:RENDER_FAT]
[WORLD_CONSTRUCTION:TUNNEL]
[WORLD_CONSTRUCTION:BRIDGE]
[PERMITTED_JOB:MINER]
[PERMITTED_JOB:HUNTER]
[PERMITTED_JOB:TRAPPER]
[PERMITTED_JOB:ANIMAL_DISSECTOR]
[PERMITTED_JOB:STONECRAFTER]
[PERMITTED_JOB:BONE_CARVER]
[PERMITTED_JOB:FURNACE_OPERATOR]
[ETHIC:KILL_ENTITY_MEMBER:PERSONAL_MATTER]
[ETHIC:KILL_NEUTRAL:REQUIRED]
[ETHIC:KILL_ENEMY:REQUIRED]
[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:UNTHINKABLE]
[ETHIC:TREASON:UNTHINKABLE]
[ETHIC:OATH_BREAKING:NOT_APPLICABLE]
[ETHIC:LYING:NOT_APPLICABLE]
[ETHIC:VANDALISM:NOT_APPLICABLE]
[ETHIC:TRESPASSING:NOT_APPLICABLE]
[ETHIC:THEFT:NOT_APPLICABLE]
[ETHIC:ASSAULT:PERSONAL_MATTER]
[ETHIC:SLAVERY:REQUIRED]
[ETHIC:EAT_SAPIENT_OTHER:UNTHINKABLE]
[ETHIC:EAT_SAPIENT_KILL:UNTHINKABLE]
[ETHIC:MAKE_TROPHY_SAME_RACE:ACCEPTABLE]
[ETHIC:MAKE_TROPHY_SAPIENT:ACCEPTABLE]
[ETHIC:MAKE_TROPHY_ANIMAL:ACCEPTABLE]
[VALUE:LAW:-50]
[VALUE:LOYALTY:-30]
[VALUE:FAMILY:0]
[VALUE:FRIENDSHIP:-15]
[VALUE:POWER:50]
[VALUE:TRUTH:-50]
[VALUE:CUNNING:15]
[VALUE:ELOQUENCE:-30]
[VALUE:FAIRNESS:-50]
[VALUE:DECORUM:-15]
[VALUE:TRADITION:-15]
[VALUE:ARTWORK:0]
[VALUE:COOPERATION:-15]
[VALUE:INDEPENDENCE:15]
[VALUE:STOICISM:0]
[VALUE:INTROSPECTION:-30]
[VALUE:SELF_CONTROL:-50]
[VALUE:TRANQUILITY:-15]
[VALUE:HARMONY:-30]
[VALUE:MERRIMENT:0]
[VALUE:CRAFTSMANSHIP:0]
[VALUE:MARTIAL_PROWESS:15]
[VALUE:SKILL:0]
[VALUE:HARD_WORK:-15]
[VALUE:SACRIFICE:-50]
[VALUE:COMPETITION:0]
[VALUE:PERSEVERENCE:-15]
[VALUE:LEISURE_TIME:0]
[VALUE:COMMERCE:0]
[VALUE:ROMANCE:0]
[VALUE:NATURE:-30]
[VALUE:PEACE:-15]
[BANDITRY:50]
[LOCAL_BANDITRY]
[STONE_SHAPE:RECTANGULAR_CABOCHON]
[GEM_SHAPE:RECTANGULAR_CABOCHON]
[GEM_SHAPE:POINT_CUT_GEM]
[ITEM_THIEF]
[BABYSNATCHER]
[POSITION:RULER]
[NAME:arch-necromancer:arch-necromancers]
[NUMBER:1]
[SUCCESSION:BY_POSITION:APPRENTACE]
[RESPONSIBILITY:LAW_MAKING]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[RESPONSIBILITY:MILITARY_GOALS]
[ALLOWED_CREATURE:NECROMANCER:MALE_N]
[ALLOWED_CREATURE:NECROMANCER:FEMALE_N]
[PRECEDENCE:1]
[SPECIAL_BURIAL]
[RULES_FROM_LOCATION]
[MENIAL_WORK_EXEMPTION]
[SLEEP_PRETENSION]
[PUNISHMENT_EXEMPTION]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[EXPORTED_IN_LEGENDS]
[DETERMINES_COIN_DESIGN]
[COLOR:5:0:1]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[DEMAND_MAX:10]
[MANDATE_MAX:5]
[REQUIRED_BOXES:10]
[REQUIRED_CABINETS:5]
[REQUIRED_RACKS:5]
[REQUIRED_STANDS:5]
[REQUIRED_OFFICE:10000]
[REQUIRED_BEDROOM:10000]
[REQUIRED_DINING:10000]
[REQUIRED_TOMB:10000]
[POSITION:APPRENTACE]
[NAME:arch-necromancer apprentice:arch-necromancers apprentices]
[NUMBER:1]
[RESPONSIBILITY:BUILD_MORALE]
[RESPONSIBILITY:MILITARY_STRATEGY]
[MENIAL_WORK_EXEMPTION]
[PUNISHMENT_EXEMPTION]
[APPOINTED_BY:RULER]
[ALLOWED_CREATURE:NECROMANCER:MALE_N]
[ALLOWED_CREATURE:NECROMANCER:FEMALE_N]
[PRECEDENCE:3]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[EXPORTED_IN_LEGENDS]
[COLOR:3:0:1]
[DUTY_BOUND]
[POSITION:CAPTAIN]
[NAME:necromancer adept:necromancer adepts]
[NUMBER:AS_NEEDED]
[SQUAD:10:soldier:soldiers]
[APPOINTED_BY:APPRENTACE]
[ALLOWED_CREATURE:NECROMANCER:MALE_N]
[ALLOWED_CREATURE:NECROMANCER:FEMALE_N]
[PRECEDENCE:190]
[DO_NOT_CULL]
[DUTY_BOUND]
[REQUIRED_BOXES:1]
[REQUIRED_CABINETS:1]
[REQUIRED_RACKS:1]
[REQUIRED_STANDS:1]
[REQUIRED_OFFICE:1]
[REQUIRED_BEDROOM:1]
[REQUIRED_DINING:1]
[MILITARY_SCREEN_ONLY]
[POSITION:RULER]
[NAME:arch-necromancer:arch-necromancers]
[NUMBER:1]
[SUCCESSION:BY_POSITION:APPRENTACE]
[RESPONSIBILITY:LAW_MAKING]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[RESPONSIBILITY:MILITARY_GOALS]
[ALLOWED_CREATURE:NECROMANCER:MALE_N]
[ALLOWED_CREATURE:NECROMANCER:FEMALE_N]
[PRECEDENCE:1]
[SPECIAL_BURIAL]
[RULES_FROM_LOCATION]
[MENIAL_WORK_EXEMPTION]
[SLEEP_PRETENSION]
[PUNISHMENT_EXEMPTION]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[EXPORTED_IN_LEGENDS]
[DETERMINES_COIN_DESIGN]
[COLOR:5:0:1]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[DEMAND_MAX:10]
[MANDATE_MAX:5]
[REQUIRED_BOXES:10]
[REQUIRED_CABINETS:5]
[REQUIRED_RACKS:5]
[REQUIRED_STANDS:5]
[REQUIRED_OFFICE:10000]
[REQUIRED_BEDROOM:10000]
[REQUIRED_DINING:10000]
[REQUIRED_TOMB:10000]
[POSITION:APPRENTACE]
[NAME:arch-necromancer apprentice:arch-necromancers apprentices]
[NUMBER:1]
[RESPONSIBILITY:BUILD_MORALE]
[RESPONSIBILITY:MILITARY_STRATEGY]
[MENIAL_WORK_EXEMPTION]
[PUNISHMENT_EXEMPTION]
[APPOINTED_BY:RULER]
[ALLOWED_CREATURE:NECROMANCER:MALE_N]
[ALLOWED_CREATURE:NECROMANCER:FEMALE_N]
[PRECEDENCE:3]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[EXPORTED_IN_LEGENDS]
[COLOR:3:0:1]
[DUTY_BOUND]
[POSITION:CAPTAIN]
[NAME:necromancer adept:necromancer adepts]
[NUMBER:AS_NEEDED]
[SQUAD:10:soldier:soldiers]
[APPOINTED_BY:APPRENTACE]
[ALLOWED_CREATURE:NECROMANCER:MALE_N]
[ALLOWED_CREATURE:NECROMANCER:FEMALE_N]
[PRECEDENCE:190]
[DO_NOT_CULL]
[DUTY_BOUND]
[REQUIRED_BOXES:1]
[REQUIRED_CABINETS:1]
[REQUIRED_RACKS:1]
[REQUIRED_STANDS:1]
[REQUIRED_OFFICE:1]
[REQUIRED_BEDROOM:1]
[REQUIRED_DINING:1]
[MILITARY_SCREEN_ONLY]
[INTERACTION:SLAUGH_MOONPHASE]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_NAME:SLAUGH_MOONPHASE]
[CE_PHYS_ATT_CHANGE:ENDURANCE:100:20:START:0:END:90000000000]
[CE_ADD_TAG:NOEXERT:NOPAIN:CRAZED:START:0][CE:PERIODIC:MOON_PHASE:27:0]
[CE_MATERIAL_FORCE_MULTIPLIER:MAT_MULT:NONE:NONE:3:4][CE:PERIODIC:MOON_PHASE:27:0]
[CE_FLASH_TILE:TILE:"!":4:0:1:FREQUENCY:3000:1000:START:0][CE:PERIODIC:MOON_PHASE:27:0]
what is the maximum size for a creature?I'd guess ~2 billion, but ask Putnam to be sure.
If this link (http://www.bay12forums.com/smf/index.php?topic=139411.msg5377167#msg5377167) is accurate, the max size for raw creatures is 100,000,000. 2,147,483,647 is a limit that comes from variable types. (((2^32)/2)-1)
Also, body size is a volume - it is in cm^3. For standard material creatures, you can sort of substitute weight (grams).
thx. i find it funny how this game handles creature size. all creatures no matter how small or big occupy the same space.Except for wagons.
Yeah, that'd be the assumption, but I think it may actually be capped at perhaps half that or thereabouts...
*** Error(s) finalizing the entity MOUNTAIN
Unrecognized entity ammo token: ITEM_AMMO_BOLTS
*** Error(s) finalizing the entity FOREST
Unrecognized entity ammo token: ITEM_AMMO_ARROWS
*** Error(s) finalizing the entity PLAINS
Unrecognized entity ammo token: ITEM_AMMO_BOLTS
Unrecognized entity ammo token: ITEM_AMMO_ARROWS
*** Error(s) finalizing the entity EVIL
Unrecognized entity ammo token: ITEM_AMMO_BOLTS
Unrecognized entity ammo token: ITEM_AMMO_ARROWS
*** Error(s) finalizing the entity SKULKING
Unrecognized entity ammo token: ITEM_AMMO_ARROWS
*** Error(s) finalizing the entity SUBTERRANEAN_ANIMAL_PEOPLES
Unrecognized entity ammo token: ITEM_AMMO_BLOWDARTS
I would like a civ member not to chicken out and stop moving when he has a broken bone. Is there any way to do that? Even with NOFEAR they just stay in place until the bodypart got a splint/cast. And I think even very high healing rates on bones wont help.
I would like a civ member not to chicken out and stop moving when he has a broken bone. Is there any way to do that? Even with NOFEAR they just stay in place until the bodypart got a splint/cast. And I think even very high healing rates on bones wont help.Give them a few levels in natural skill in discipline. That should work.
That's planned to be added, yeah. Although now with climbing it may not be as essential.
anyone know what it is that sets world-gen demons to make vaults? Is it some tag or is it just that the demons are a denizen of hell?
Discipline is used for them not to flee. It wont work on what I asked about. I want someone with a broken leg or arm to keep doing their jobs.I would like a civ member not to chicken out and stop moving when he has a broken bone. Is there any way to do that? Even with NOFEAR they just stay in place until the bodypart got a splint/cast. And I think even very high healing rates on bones wont help.Give them a few levels in natural skill in discipline. That should work.
Maybe remove some combination of [structural] [functional] [connective_tissue_anchor] [SETTABLE] [SPLINTABLE]?Discipline is used for them not to flee. It wont work on what I asked about. I want someone with a broken leg or arm to keep doing their jobs.I would like a civ member not to chicken out and stop moving when he has a broken bone. Is there any way to do that? Even with NOFEAR they just stay in place until the bodypart got a splint/cast. And I think even very high healing rates on bones wont help.Give them a few levels in natural skill in discipline. That should work.
Discipline is used for them not to flee. It wont work on what I asked about. I want someone with a broken leg or arm to keep doing their jobs.I would like a civ member not to chicken out and stop moving when he has a broken bone. Is there any way to do that? Even with NOFEAR they just stay in place until the bodypart got a splint/cast. And I think even very high healing rates on bones wont help.Give them a few levels in natural skill in discipline. That should work.
Tileset/graphics question: its there a way to get rid somehow of these coloured fills (showing that item is covered by leaves or other things)?Go to every leaf-dropping tree's
Or at least to make them less visible.
[GROWTH_TIMING:0:300000]
[GROWTH_PRINT:252:252:2:0:0:0:209999:1]
[GROWTH_PRINT:252:252:6:0:1:210000:239999:1] autumn color
[GROWTH_PRINT:252:252:4:0:1:240000:269999:1]
[GROWTH_PRINT:252:252:4:0:0:270000:300000:1]
[GROWTH_DROPS_OFF]
and either delete GROWTH_DROPS_OFF, or make the colors before the drop-off more pleasing to the eye (2:0:0 dark green, 4:0:0 dark red). What do values do?You mean material values? Its how much the item made of it will be worth. Its material value * item value.
@Spehhs: I'm not too familiar with the tag copying tags, but you could just copy-paste the entirety of the giant desert scorpion and make the changes to the copy. Maybe look at other creatures that use the COPY_TAGS_FROM tag?Yeah, I figured if I couldn't get it working I'd just copy the whole thing. COPY_TAGS_FROM works great for making giant creatures from smaller creatures, which is primarily what I used it for. The only difference I can see between my giant cave scorpions and the other cave creatures I made with the copy tag-or any of the giant creatures from vanilla game - is that the scorpion doesn't get any size changes.
I'll probably just copy the whole desert scorpion and change it as necessary. COPY_TAGS_FROM is useful for keeping stuff like that compact though.be sure to add some
I think just copying and editing the original creature is the way to go, but a word just in case you're curious why the first attempt didn't work. Each vanilla creature that copies tags also applies a CREATURE_VARIATION which deletes a bunch of the copied tags. That leaves space for the tags defined in the copying creature.@Spehhs: I'm not too familiar with the tag copying tags, but you could just copy-paste the entirety of the giant desert scorpion and make the changes to the copy. Maybe look at other creatures that use the COPY_TAGS_FROM tag?Yeah, I figured if I couldn't get it working I'd just copy the whole thing. COPY_TAGS_FROM works great for making giant creatures from smaller creatures, which is primarily what I used it for. The only difference I can see between my giant cave scorpions and the other cave creatures I made with the copy tag-or any of the giant creatures from vanilla game - is that the scorpion doesn't get any size changes.
I'll probably just copy the whole desert scorpion and change it as necessary. COPY_TAGS_FROM is useful for keeping stuff like that compact though.
Would it be possible to add venom with an increased chance for the wound to become infected?I don't think so. Try putting BLISTERS and OOZING and SWELLING instead.
I think just copying and editing the original creature is the way to go, but a word just in case you're curious why the first attempt didn't work. Each vanilla creature that copies tags also applies a CREATURE_VARIATION which deletes a bunch of the copied tags. That leaves space for the tags defined in the copying creature.Ah. Ok. Didn't realize that [CREATURE_VARIATION] was responsible for that. Thought the new tags just overwrote the old copied tags automatically. Good to know.
So, to do what you originally wanted, you'd need to create a CREATURE_VARIATION template to weed out all of the tags you wanted to be different. For a single creature, it's easier to just copy and edit the whole creature.
Edit: grammar
How can I add rough gems to the list of items that dwarves can bring on the caravan and request in trade agreements?AFAIK those are hardcoded.
Also, is it possible to make the dwarven outpost liaison continue to visit after receiving the monarch, for the purpose of trade agreements?
Is there a way to limit to 1 the amount of aquifer layers on a map ?Not really but an alternative would to only put the [AQUIFER] tag on materials that don't form actual layers (see microline for how to make it still take up 1 whole embark z-level) to lessen the chance of aquifers stacked on aquifers.
I know how to remove aquifer from the raws from the wiki but i would still like to keep them but instead of the numerous 2 , 3 or more aquifer layers i encounter in current version, i would like to only have to deal with 1.
Can I use a syndrome to change a goblin to my civ. so that I can control him like a dwarf?No. Make-Own, a dfhack plugin can do it, but not raw modding alone.
another tileset question:Tilesets and graphics have no affect what so ever on FPS. Not at all. (Rendermax Light and Text-will-be-Text Multilevel, the dfhack plugins that add extra renderers do, they are an exception, because they add extra scripts that run.)
lesser size of tileset file (i mean Kilobytes, not pixels) = higher FPS. Does this rule work in general, or is there something i missing?
FPS ingame is determined by CPU.Ok, thanks
I've started looking at creature variations and the way VBASE does things, but I can't quite figure out if something I want to do is possible.
Namely, I want to swap out the [MATERIAL_REACTION_PRODUCT:TAN_MAT:LOCAL_CREATURE_MAT:LEATHER] tag from the SKIN_TEMPLATE to something else ( like LEATHER_THICK )
Anyone know if that's possible? Would something like this work?
[CV_CONVERT_TAG][CVCT_MASTER:MATERIAL_REACTION_PRODUCT][CVCT_TARGET:LEATHER][CVCT_REPLACEMENT:LEATHER_THICK]
Sadly, I'm not going to be able to do any tests until probably Thursday, but I do have lunch breaks where I can work on raws.
If I wanted to transfer a modded creature from 2012 to 2014 what would I need to change? If someone could point me in the right direction that be great.
So, will adding the [ITEM_THIEF] token to all the entities make them go to war with you if you kill the thieves or does thief killing have nothing to do with wars? I am curious.[ITEM_THIEF] should automatically make any entities with the tag hostile to others, like goblins or kobolds.
Also, there are CANNOT_JUMP and CANNOT_CLIMB (this one is only needed if the creature has grasps - no creature in the stock raws uses this) to prevent a creature from jumping/climbing or STANCE_CLIMBER to allow a creature to climb with its feet/stance parts, VISION_ARC (in the format [VISION_ARC:150:310], binocular vision, non-binocular vision), MULTIPART_FULL_VISION which (probably) causes the creature to have a full vision arc while it has multiple heads, NO_VEGETATION_PERTURB, which probably causes the creature to leave no tracks on vegetation, and several other new tags. You should look through the Creature token (http://dwarffortresswiki.org/index.php/DF2014:Creature_token) wiki page for details.If I wanted to transfer a modded creature from 2012 to 2014 what would I need to change? If someone could point me in the right direction that be great.
Some things from this version are
- Gaits, which replace the earlier [SPEED:x] and [SWIM_SPEED:x] tags. Movement is generally more complex, and there are gaits with different settings for walking, flying, climbing, swimming, etc. There's a table in the /raw/object/notes/ of different numbers corresponding to a speed.
- Attacks now have timings in [ATTACK_PREPARE_AND_RECOVER:x:x]. You don't really need them since it naturally defaults to 3:3, but can still be important in attacks like kicks, which have slower timings (4:4). There are also allowance and penalty flags for multiattacking (generally kicks and tailslaps are bad multiattack, hydrae and ettins have no-penalty multiattacking bites)
- Necks are now an actual thing. Without them the THROAT and NECK (actually upper spine) parts don't connect. If you have a [BODY:HUMANOID] creature, generally it's changed to [BODY:HUMANOID_NECK], and likewise for quadrupeds and so on.
- Low light vision for underground creatures like dwarves.
- Odours. Not really necessary since the tags have default values, but humans and dwarves have poor sense of smell. Inorganic creatures generally have no detectable smell.
So, will adding the [ITEM_THIEF] token to all the entities make them go to war with you if you kill the thieves or does thief killing have nothing to do with wars? I am curious.[ITEM_THIEF] should automatically make any entities with the tag hostile to others, like goblins or kobolds.
I've started looking at creature variations and the way VBASE does things, but I can't quite figure out if something I want to do is possible.
Namely, I want to swap out the [MATERIAL_REACTION_PRODUCT:TAN_MAT:LOCAL_CREATURE_MAT:LEATHER] tag from the SKIN_TEMPLATE to something else ( like LEATHER_THICK )
Anyone know if that's possible? Would something like this work?
[CV_CONVERT_TAG][CVCT_MASTER:MATERIAL_REACTION_PRODUCT][CVCT_TARGET:LEATHER][CVCT_REPLACEMENT:LEATHER_THICK]
Sadly, I'm not going to be able to do any tests until probably Thursday, but I do have lunch breaks where I can work on raws.
Should work.
You could also make it much more... extensible by making it go like this:
[CV_CONVERT_TAG][CVCT_MASTER:MATERIAL_REACTION_PRODUCT][CVCT_TARGET:!ARG1][CVCT_REPLACEMENT:!ARG2]
And then you can use the creature variation (let's call it REPLACE_MATERIAL_REACTION_PRODUCT) like this:
[APPLY_CREATURE_VARIATION:REPLACE_MATERIAL_REACTION_PRODUCT:LEATHER:LEATHER_THICK]
If I wanted to transfer a modded creature from 2012 to 2014 what would I need to change? If someone could point me in the right direction that be great.Here's an annotated selection of GAITs, based on real-world animal speeds, to help you tune your creatures:
So, will adding the [ITEM_THIEF] token to all the entities make them go to war with you if you kill the thieves or does thief killing have nothing to do with wars? I am curious.[ITEM_THIEF] should automatically make any entities with the tag hostile to others, like goblins or kobolds.
Aww, ok.
I hope that changes eventually, its unrealistic for there to not exist any human/elven/dwarven thieves
edit:
That doesnt seem to be the case, i gave every entity this tag and im still only at war innately with my halflings and the goblins, the rest are peaceful.
The babysntacher tag makes them innately aggressive however (my halflings).
Observe:
(http://i.imgur.com/8BqQ9IL.png)
I want a reaction to produce a philosophers stone, that is used up in other alchemy reaction.Just don't include any environment tags for the stone and it won't spawn anywhere in the ground. If you add a [SPECIAL] tag, it also won't show up in anyone's preferences.
How do I define a stone type for it that does not appear ingame unless crafted.
I am aware that traders will bring it, probably nothing that can be done about this, am I right? However I don't want that it spawns as a layer or vein stone in the map.
Are plant species distributed like animals during worldgen? Or does every kind of plant with a certain biome tag occur in every instance of that biome? I'd like to grow plants from imported seeds in greenhouses by adding the relevant biome tags after worldgen, but not if that makes wild versions start to grow everywhere.I think your embark's plants & trees are decided and locked in the moment you enter that embark. I think.
How do I add new labors?You don't. Those are hardcoded (means: in the executable).
Ah that's nice to know. Actually I wouldn't mind if someone liked the stone "for it's perfection", however I WOULD mind if a noble demanded his furniture made of this stuff. So it's definitely good to know I can shut this down with the special tag.I want a reaction to produce a philosophers stone, that is used up in other alchemy reaction.Just don't include any environment tags for the stone and it won't spawn anywhere in the ground. If you add a [SPECIAL] tag, it also won't show up in anyone's preferences.
How do I define a stone type for it that does not appear ingame unless crafted.
I am aware that traders will bring it, probably nothing that can be done about this, am I right? However I don't want that it spawns as a layer or vein stone in the map.
Now, if the civ has access to a reaction that produces Philosopher Stones, then they'll probably show up in caravans. [...]
[...] Annoyingly, you might even see crafts made from Philosopher Stone material.Well that's annoying. Is there any workaround to that?
Well that's annoying. Is there any workaround to that?
Create an intermediate stone that instantly melts and leaves back the philosophers stone? Anything (non DF-Hack related)?
Well that's annoying. Is there any workaround to that?
I've seen [SPECIAL] materials show up with caravans, but not [DEEP_SPECIAL] ones. That was in .34.11, it might be fixed now.Well that's annoying. Is there any workaround to that?
Yes, the [SPECIAL] tag precludes this from happening, as can be seen with adamantine.
It was fixed in 0.40.06 or thereabouts.Welcome news indeed!
[LOW_LIGHT_VISION:#]
[VISION_ARC:#:#]
[SMELL_TRIGGER:#]
?
are tag's broken if on different lines?
Say a
[Object:
Creature]
and
[Creature:Elephant] vs
[Creature: Elephant]
or
[Creature:
Elephant]
Just want to verify if whitepsace are counted, or if it's just inbetween the [brackets] that count.
Aside from corpses, when is a creature's CREATURE_TILE used in favor of its graphic?
Thank you.Aside from corpses, when is a creature's CREATURE_TILE used in favor of its graphic?
All I know other than corpses are engravings and when the creature is in a cage. The cage will periodically change from the normal cage tile and the creature tile.
It's just adding a fake inorganic material sorted into those things with a name like ====MAGMA-SAFE====Well, ok this is kind of easy.
Ah that's nice to know. Actually I wouldn't mind if someone liked the stone "for it's perfection", however I WOULD mind if a noble demanded his furniture made of this stuff. So it's definitely good to know I can shut this down with the special tag.I want a reaction to produce a philosophers stone, that is used up in other alchemy reaction.Just don't include any environment tags for the stone and it won't spawn anywhere in the ground. If you add a [SPECIAL] tag, it also won't show up in anyone's preferences.
How do I define a stone type for it that does not appear ingame unless crafted.
I am aware that traders will bring it, probably nothing that can be done about this, am I right? However I don't want that it spawns as a layer or vein stone in the map.
Now, if the civ has access to a reaction that produces Philosopher Stones, then they'll probably show up in caravans. [...]Quote[...] Annoyingly, you might even see crafts made from Philosopher Stone material.Well that's annoying. Is there any workaround to that?
Create an intermediate stone that instantly melts and leaves back the philosophers stone? Anything (non DF-Hack related)?
It's just adding a fake inorganic material sorted into those things with a name like ====MAGMA-SAFE====Well, ok this is kind of easy.
But how do i sort the real minerals under these stubs? They are all placed in different inorganic_stone_ files, and their order in raw files doesn't seem to correlate with their order on stone and trading tabs.
Do i have to move all stones into single file, say, inorganic_stone_all.txt or something?
But how do i sort the real minerals under these stubs? They are all placed in different inorganic_stone_ files, and their order in raw files doesn't seem to correlate with their order on stone and trading tabs.
Do i have to move all stones into single file, say, inorganic_stone_all.txt or something?
It's just adding a fake inorganic material sorted into those things with a name like ====MAGMA-SAFE====Well, ok this is kind of easy.
But how do i sort the real minerals under these stubs? They are all placed in different inorganic_stone_ files, and their order in raw files doesn't seem to correlate with their order on stone and trading tabs.
Do i have to move all stones into single file, say, inorganic_stone_all.txt or something?
Anyone know if it's possible to make trees that work like the old ones, being only a single tile in a single z-level? Trying to make a small plant that can be used a source of wood.
[TRUNK_PERIOD:10]
[HEAVY_BRANCH_DENSITY:0]
[BRANCH_DENSITY:50]
[MAX_TRUNK_HEIGHT:1]
[HEAVY_BRANCH_RADIUS:0]
[BRANCH_RADIUS:2]
[TRUNK_BRANCHING:0]
[MAX_TRUNK_DIAMETER:1]
[TRUNK_WIDTH_PERIOD:200]
Guess I'd have to make a workaround using the materials harvested from a bush being used in a reaction that outputs wood. Inefficient as hell.Anyone know if it's possible to make trees that work like the old ones, being only a single tile in a single z-level? Trying to make a small plant that can be used a source of wood.
Tree trunks never seem to be lower than 3 z-levels when fully grown. The best I can think of is:Code: [Select][TRUNK_PERIOD:10]
[HEAVY_BRANCH_DENSITY:0]
[BRANCH_DENSITY:50]
[MAX_TRUNK_HEIGHT:1]
[HEAVY_BRANCH_RADIUS:0]
[BRANCH_RADIUS:2]
[TRUNK_BRANCHING:0]
[MAX_TRUNK_DIAMETER:1]
[TRUNK_WIDTH_PERIOD:200]
This would give a straight trunk of the shortest dimensions (3 z-levels) with no heavy branches, which gives about 3-or-so logs of wood. I can't make them any smaller than that.
I'm trying to make a reaction that'd take leaves (the kind processed to a bag from a plant) and make bone items out of them.
Actually, I'm not trying, I'm currently at the phase where I evaluate what I want to do and ask questions about it. So...Spoiler: Tentative reaction (click to show/hide)
What I am missing is how to assign a proper material to it, and how to restrict it to the one single plant whose leaves I've decided look like bones. If I give the leaves the material properties of bone, the bolts will still be leaf-based bolts and so won't be stockpiled properly - how do I make them be stockpiled properly?
I'm pretty sure I can't use any of the hardcoded reactions, because the bone carving ones take corpse parts and I can't make the leaves be corpse parts... or can I?
Also, should I just use a reaction class token to restrict the reaction by putting it on the leaves of the plant in the plant definition?
Is there a way of wrapping up reactions in a menu, or is that hardcoded? I'm considering only making a bolts reaction to avoid clutter, but there are other uses for bone...
...actually, how would I even write a decorating reaction?
Okay, so...You can change the reactions in a save, so long as the reaction names remain the same. Still requires hopping in and out of a DF session, but at least it's not re-genning a world.Spoiler: Tentative reaction (click to show/hide)Spoiler: tentative plant (click to show/hide)
Does this seem okay? Are there any mistakes? Can someone either test this for me or teach me how to make cheaty things for testing things quickly?
[nofear]
on your race.Bogeymen won't attack you if you slapCode: [Select][nofear]
on your race.
This pretty much makes walking out at night peaceful also spawn a bunch of gremling sized creatures that will hunt down everyone else in the world... but you.
though you don't want to attack them because this will provoke them.
also bogeymen pop up in legends mode now if you talk to them.
enjoy this tidbit of info.
yeah but they mostly just stand around or walk away. Which by then you're better off continuing on your journey.Bogeymen won't attack you if you slapCode: [Select][nofear]
on your race.
This pretty much makes walking out at night peaceful also spawn a bunch of gremling sized creatures that will hunt down everyone else in the world... but you.
though you don't want to attack them because this will provoke them.
also bogeymen pop up in legends mode now if you talk to them.
enjoy this tidbit of info.
Will your sleeping/traveling still be interrupted by incessant cackling?
You do know what this means, right? We now have the data necessary to understand bogeymen biology!yeah but they mostly just stand around or walk away. Which by then you're better off continuing on your journey.Bogeymen won't attack you if you slapCode: [Select][nofear]
on your race.
This pretty much makes walking out at night peaceful also spawn a bunch of gremling sized creatures that will hunt down everyone else in the world... but you.
though you don't want to attack them because this will provoke them.
also bogeymen pop up in legends mode now if you talk to them.
enjoy this tidbit of info.
Will your sleeping/traveling still be interrupted by incessant cackling?
Does anyone know how to rename cloth? When thread is defined in a plant's raw, it's possible to rename it, possibly to the point of making it not be called fiber - but I have no idea about the resulting cloth.
I'd like to make linen be linen.
[PLANT:GRASS_TAIL_PIG]
...
[USE_MATERIAL_TEMPLATE:THREAD:THREAD_PLANT_TEMPLATE]
[STATE_NAME:ALL_SOLID:cave cotton]
[STATE_ADJ:ALL_SOLID:linen]
[THREAD:LOCAL_PLANT_MAT:THREAD]
[MATERIAL_VALUE:2]
[PREFIX:NONE]
Are Kobolds considered to be child snatcher targets? I'm asking since I've noticed in a few worldgens (well, one or two) that since I gave Kobolds normal speech, I've spotted a few dark towers with kobold prisioners.
I know it's probably more of an adventure mode question, but since you guys would know more specifically how the child snatcher thing works, I'm asking here.
It could just be that since their populations are smaller, they are less likely to get child snatched.
Edit: Also, just to note, I didn't change anything with the entity raws or anything else with Kobolds besides remove [UTTERANCES] and giving them [CAN_SPEAK].
Is there a mod that allows to dig out the edges of the map?No. Maybe with DFHack, but if it's even possible it would cause problems. If you want to make fluids leave the map, fortifications do the job.
[REACTION:PRACTICE_DIAGNOSIS]
[NAME:Practice diagnosis]
[BUILDING:MEDICAL_ACADEMY:NONE]
[REAGENT:A:1:CORPSEPIECE:NONE:NONE:NONE][USE_BODY_COMPONENT][UNROTTEN][PRESERVE_REAGENT]
[SKILL:DIAGNOSE]
[REACTION:PRACTICE_BONESETTING]
[NAME:Practice bonesetting]
[BUILDING:MEDICAL_ACADEMY:NONE]
[REAGENT:A:1:CORPSEPIECE:NONE:NONE:NONE][USE_BODY_COMPONENT][ANY_BONE_MATERIAL][UNROTTEN][PRESERVE_REAGENT]
[SKILL:SET_BONE]
[REACTION:PRACTICE_SUTURING]
[NAME:Practice suturing]
[BUILDING:MEDICAL_ACADEMY:NONE]
[REAGENT:A:1:CORPSEPIECE:NONE:NONE:NONE][USE_BODY_COMPONENT][HAS_MATERIAL_REACTION_PRODUCT:TAN_MAT][UNROTTEN][PRESERVE_REAGENT]
[REAGENT:B:1000:THREAD:NONE:NONE:NONE][ANY_PLANT_MATERIAL]
[SKILL:SUTURE]
[REACTION:PRACTICE_WOUND_DRESSING]
[NAME:Practice wound dressing]
[BUILDING:MEDICAL_ACADEMY:NONE]
[REAGENT:A:1:CORPSEPIECE:NONE:NONE:NONE][USE_BODY_COMPONENT][HAS_MATERIAL_REACTION_PRODUCT:TAN_MAT][UNROTTEN][PRESERVE_REAGENT]
[REAGENT:B:1000:CLOTH:NONE:NONE:NONE][ANY_PLANT_MATERIAL]
[SKILL:DRESS_WOUNDS]
[REACTION:PRACTICE_SURGERY]
[NAME:Practice surgery]
[BUILDING:MEDICAL_ACADEMY:NONE]
[REAGENT:A:1:CORPSEPIECE:NONE:NONE:NONE][USE_BODY_COMPONENT][ANY_BONE_MATERIAL][UNROTTEN][PRESERVE_REAGENT]
[REAGENT:B:1000:THREAD:NONE:NONE:NONE][ANY_PLANT_MATERIAL]
[REAGENT:C:1000:CLOTH:NONE:NONE:NONE][ANY_PLANT_MATERIAL]
[SKILL:SURGERY]
Problems:IIRC if they produce no products they will gain no experience. Something to watch out for.That is why you can't train glazers in vanilla (no product, only improvement) and item crafting is trained so fast (3 crafts - 3x exp).
Huh. Seems like there should be a tweak so that glazing makes a blob of sweat or something. I know there's a tweaks mod somewhere that ups leather amounts and fixes RAW bugs like the leaves->bag thing that got patched in .09.IIRC if they produce no products they will gain no experience. Something to watch out for.That is why you can't train glazers in vanilla (no product, only improvement) and item crafting is trained so fast (3 crafts - 3x exp).
you might also miss this from the ethics thread but theYou do know what this means, right? We now have the data necessary to understand bogeymen biology!yeah but they mostly just stand around or walk away. Which by then you're better off continuing on your journey.Bogeymen won't attack you if you slapCode: [Select][nofear]
on your race.
This pretty much makes walking out at night peaceful also spawn a bunch of gremling sized creatures that will hunt down everyone else in the world... but you.
though you don't want to attack them because this will provoke them.
also bogeymen pop up in legends mode now if you talk to them.
enjoy this tidbit of info.
Will your sleeping/traveling still be interrupted by incessant cackling?
[night_creature_bogeyman]
raw tag isn't a buggy mess any more so you can make a race of Civil bogeymen now,Custom bogeymen. Nice. I take non-civ custom bogeymen work fine as well and spawn alongside random-genned bogeymen when you go out alone?you might also miss this from the ethics thread but theYou do know what this means, right? We now have the data necessary to understand bogeymen biology!yeah but they mostly just stand around or walk away. Which by then you're better off continuing on your journey.Bogeymen won't attack you if you slapCode: [Select][nofear]
on your race.
This pretty much makes walking out at night peaceful also spawn a bunch of gremling sized creatures that will hunt down everyone else in the world... but you.
though you don't want to attack them because this will provoke them.
also bogeymen pop up in legends mode now if you talk to them.
enjoy this tidbit of info.
Will your sleeping/traveling still be interrupted by incessant cackling?Code: [Select][night_creature_bogeyman]
raw tag isn't a buggy mess any more so you can make a race of Civil bogeymen now,
but the kicker is the cackling affects everyone of the race so if you some how exit from the cackling on a bogeyman site everyone of that race will poof including you if you're one of them.(note this is for if you enter the cackling the creature race doesn't need the cackling to survive just that the cackling ending kills all bogeymen period)
so being alone at night as one of the potential bogeyman races is doubly deadly than it is before, but as a dwarf see humans pop up out of nowhere and run around scared and confuse for 12 hours and maybe cause mass genocide.
oh yeah bogeymen custom race creatures corpses naturally will poof over time if you don't butcher them fast enough but there's a small window of time when the cackling ends that the player could reanimate the corpses and fashion a small group of 1foot (gremlins size) adept skilled monsters now with undead boost.
-snip-you can slap that raw tag on cats and it will work. though I haven't tested it further than that one result.
Custom bogeymen. Nice. I take non-civ custom bogeymen work fine as well and spawn alongside random-genned bogeymen when you go out alone?
hello, i am having quite the headache with one of my modded creatures. i made it a playable race, like its predecessor, the creature it self and its entity file seem to be in order to me, however unlike its predecessor, when i try to go the the creatures thoughts and preferences my game crashes. i can not find the reason for is so may i ask what commonly causes the game to crash when trying to look at said screen so i know where to look in my creature/ my creature's entity file.
[REACTION:MAKE_ANYTHING]
[NAME:make anything]
[ADVENTURE_MODE_ENABLED]
[REAGENT:material_template:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:item_template:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT]
[PRODUCT:100:1:GET_ITEM_DATA_FROM_REAGENT:item_template:GET_MATERIAL_FROM_REAGENT:material_template:NONE]
[INTERACTION:FAIRY_VAMP_PURGE]
[I_SOURCE:INGESTION]
[IS_HIST_STRING_1:, maddened by bloodthirst, foolishly consumed the faerie essence of ]
[IS_HIST_STRING_2: and was obliterated from this realm]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_REQUIRES:BLOODSUCKER]
[IT_REQUIRES:NO_AGING]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYN_NAME:Purge]
[CE_REMOVE_TAG:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:PARALYZEIMMUNE:START:0]
[CE_PAIN:SEV:30:PROB:100:VASCULAR_ONLY:START:100:PEAK:200:END:250]
[CE_VOMIT_BLOOD:SEV:50:PROB:100:START:100:PEAK:200:END:250]
[CE_BODY_TRANSFORMATION:START:250]
[CE:CREATURE:INSTADEATH:GENERIC] -- instantly vaporises the vampire
GET_ITEM_DATA_FROM_REAGENT:item_template:NONE
** Starting New Arena **
You make a gold battle axe.
You make a troll fur cloak.
[CAN_DO_INTERACTION:CORPSEMEND]
[I_TARGET:A:CORPSE]
[IT_LOCATION:CONTEXT_ITEM]
[IT_AFFECTED_CLASS:GENERAL_POISON]
[IT_REQUIRES:FIT_FOR_RESURRECTION]
[IT_MANUAL_INPUT:corpses]
[I_EFFECT:RESURRECT]
[IE_TARGET:A]
[IE_IMMEDIATE]
[I_EFFECT:ADD_SYNDROME]
[SYNDROME:STITCH]
[CE_BODY_TRANSFORMATION:SEV:100:PROB:100:START:1:END:2]
[CE:CREATURE:RAVEN:MALE]
[CDI:VERB:stitch:stitches:NA]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:100]
[PRODUCT:100:1:DRINK:NONE:NONE:plant:DRINK_MAT]
Is there a way to make a material directly trigger an interaction? I'm trying to do this:Blood has temporary SYN_INGESTED syndrome that allows the interaction to be used on self(SELF_ONLY), because of creature target parameters only NO_AGING BLOODSUCKERS will be able to actually use it on themselves. Make sure interaction is FREE_ACTION with no usage hint so will always use it when able.Code: [Select][INTERACTION:FAIRY_VAMP_PURGE]
[I_SOURCE:INGESTION]
[IS_HIST_STRING_1:, maddened by bloodthirst, foolishly consumed the faerie essence of ]
[IS_HIST_STRING_2: and was obliterated from this realm]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_REQUIRES:BLOODSUCKER]
[IT_REQUIRES:NO_AGING]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYN_NAME:Purge]
[CE_REMOVE_TAG:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:PARALYZEIMMUNE:START:0]
[CE_PAIN:SEV:30:PROB:100:VASCULAR_ONLY:START:100:PEAK:200:END:250]
[CE_VOMIT_BLOOD:SEV:50:PROB:100:START:100:PEAK:200:END:250]
[CE_BODY_TRANSFORMATION:START:250]
[CE:CREATURE:INSTADEATH:GENERIC] -- instantly vaporises the vampire
...which is supposed to be an instant death for vampires for "drinking" the "blood" of fairy-creatures. Elves count also as fairy-creatures, which complicates this quite a bit. I could put the syndrome directly on the material itself, but it needs to target only vampires, and without that it would cause rains of blood to randomly vaporise people.
EDIT: ...and it apparently crashes my game, before I even put the interaction in! No idea why that happens.
Does anyone know if you can create faction specific text? Say if you want a Dwarf to have different dialogue from an Elf. Dwarfes typical greeting might be, "Hello!" whereas an elf might say, "Greetings!"
Is that possible yet?
Does anyone know if you can create faction specific text? Say if you want a Dwarf to have different dialogue from an Elf. Dwarfes typical greeting might be, "Hello!" whereas an elf might say, "Greetings!"
Is that possible yet?
No, conditions aren't really a thing at all even in the speech files.
which files have the 'Death.... the horror...' style dialogue in them?
There are a couple tools that can change most of the hardcoded text. One requires changing the executable itself (I think Masterwork uses that one) and the other hooks through SDL.dll but can only affect TTF text. The second one could, in theory, inject a bit more diversity into conversations, but it'd be a monumental effort.which files have the 'Death.... the horror...' style dialogue in them?
"Death.. the horror..." and suchlike are in the string dump, which means they're hardcoded.
There are a couple tools that can change most of the hardcoded text. One requires changing the executable itself (I think Masterwork uses that one) and the other hooks through SDL.dll but can only affect TTF text. The second one could, in theory, inject a bit more diversity into conversations, but it'd be a monumental effort.which files have the 'Death.... the horror...' style dialogue in them?
"Death.. the horror..." and suchlike are in the string dump, which means they're hardcoded.
1.) The latter overwrites the former. Only one is allowed.
Edit:PLANT_MAT (though it will accept any plant mat, so don't make strawberry whips :P) also one of those NONEs needs to swap with WOOD/PLANT_MAT as it is currently looking for any weapon called WOOD
Yet more confusion: reactions this time.
Are we not allowed to specify wood as a reagent material? EG: [REAGENT:A:1:ITEM_WEAPON:WOOD:NONE:NONE] won't work because the game doesn't understand wood as a reagent?
Edit:PLANT_MAT (though it will accept any plant mat, so don't make strawberry whips :P) also one of those NONEs needs to swap with WOOD/PLANT_MAT as it is currently looking for any weapon called WOOD
Yet more confusion: reactions this time.
Are we not allowed to specify wood as a reagent material? EG: [REAGENT:A:1:ITEM_WEAPON:WOOD:NONE:NONE] won't work because the game doesn't understand wood as a reagent?
WOOD is a material token
Why are you making clubs out of clubs?
Reagent is the thing that's consumed in the reaction to make the product. Maybe it'd work better if you made the reagent something like [REAGENT:A:1:WOOD:NONE:NONE:NONE] or something - you want to double-check if that's the right item and material token.
[REAGENT:salad:5:PLANT_GROWTH:LEAVES:PLANT_MAT:BUSH_QUARRY:LEAF]
[REAGENT:salad sack:1:NONE:NONE:NONE:NONE]
[BAG]
[CONTAINS:salad]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
Well, I had a hankering to play Kobold Camp, and I spent the better part of last evening trying to make a version of the mod that works with DF2014. I got the thing working, but it includes many complex features that I don't want, and in my attempts to make the Kobolds primitive again I've broken them.Do the shovels appear in the arena? If neither one does you might have forgotten [OBJECT:ITEM] and a text string at the top of the file. If that is the case it might(?) appear in the error log but it is uncertain as the 40.X code has removed many error messages and some things never had them.
Mainly, I have broken the Kobold digging tool: the Shovel.
I have two entries for shovels in item_weapon_kobold.txt:
Standard:Spoiler (click to show/hide)
Training:Spoiler (click to show/hide)
Neither of these items seems to be created in any form. If I go to a carpenters workshop I'll see the other training weapons I've created, and if I go to the craftsbold's workshop I can see the other weapons I've given the [CAN_STONE] tag. The Entity_Default section for Kobolds includes both [DIGGER:ITEM_WEAPON_SHOVEL] and [DIGGER:ITEM_WEAPON_SHOVEL_TRAINING]. I'm stumped. Can't take these items on embark, can't create them, what's the deal?
So I created a carp that can fly and breathe air.Warning: your flying carps can drown because they don't have the [AMPHIBIOUS] tag.I just want to make sure I didn't mess anything up.Spoiler (click to show/hide)
So, do I just copy the swim gait tag, only replace the "SWIMMING" with "FLYING", in order to get it to fly at the speed that a normal carp would swim?Yes that would work. As the standard flying and swim gaits appear exactly the same (just with different movement types) in c_variation_default.
Well, I had a hankering to play Kobold Camp, and I spent the better part of last evening trying to make a version of the mod that works with DF2014. I got the thing working, but it includes many complex features that I don't want, and in my attempts to make the Kobolds primitive again I've broken them.Do the shovels appear in the arena? If neither one does you might have forgotten [OBJECT:ITEM] and a text string at the top of the file. If that is the case it might(?) appear in the error log but it is uncertain as the 40.X code has removed many error messages and some things never had them.
Mainly, I have broken the Kobold digging tool: the Shovel.
I have two entries for shovels in item_weapon_kobold.txt:
Standard:Spoiler (click to show/hide)
Training:Spoiler (click to show/hide)
Neither of these items seems to be created in any form. If I go to a carpenters workshop I'll see the other training weapons I've created, and if I go to the craftsbold's workshop I can see the other weapons I've given the [CAN_STONE] tag. The Entity_Default section for Kobolds includes both [DIGGER:ITEM_WEAPON_SHOVEL] and [DIGGER:ITEM_WEAPON_SHOVEL_TRAINING]. I'm stumped. Can't take these items on embark, can't create them, what's the deal?
If neither is the case I'm sorry.
I'm back! Sorry for the spam and thanks for all the help so far. I'll shut up soon.If they aren't even appearing then you haven't permitted it in the entity or you aren't looking in the craftsdwarf shop (building where it should appear based on BUILDING) or your reaction file is missing the appropriate headers.
Does anybody have any idea why this won't work:Spoiler (click to show/hide)
And is this even possible? (Yes. I'm trying to make a club out of corpse meat.)Spoiler (click to show/hide)
I tried adding CORPSE and CORPSEPIECE to regents, but after looking at the raws for some of the reactions in Genesis it seems like this should work. Unfortunately neither show up in the crafting options.
Why won't my Draconian modded race prefer weapons? They're always wrestlers.Assuming you mean fort mode migrants I can think of 3 reasons.
Why won't my Draconian modded race prefer weapons? They're always wrestlers.
Oh. Well they have natural weapon skills, and are able to smelt and make/use the same weapons as humans. Plus steel. But in adventure mode, their towns are stocked full of wrestlers. Would it fix it if I took away the natural combat? They're all set to be professional biters naturally, then novice sword, spear, and shield users.They're considered wrestlers (all unarmed skills) because it is likely their highest skill (Professional is pretty high), they almost certainly have other professions and actual soldiers might dip above professional and be called something else. Note that any soldiers/woodcutters/miners will still have weapons and still use them, so it is sort of a non-issue.
I'll check into the hand idea. Can I give them scratching and wielding?
Update on the Kobold Shovel situation, I tried using "Play now!" instead of preparing for the journey carefully and embarked with two bronze training shovels somehow. Yes, bronze training shovels. I'm starting to think that giving a weapon the [SKILL:MINING] tag might have some hard coded weirdness.
I'm back! Sorry for the spam and thanks for all the help so far. I'll shut up soon.If they aren't even appearing then you haven't permitted it in the entity or you aren't looking in the craftsdwarf shop (building where it should appear based on BUILDING) or your reaction file is missing the appropriate headers.
Does anybody have any idea why this won't work:Spoiler (click to show/hide)
And is this even possible? (Yes. I'm trying to make a club out of corpse meat.)Spoiler (click to show/hide)
I tried adding CORPSE and CORPSEPIECE to regents, but after looking at the raws for some of the reactions in Genesis it seems like this should work. Unfortunately neither show up in the crafting options.
Whether it will run as intended I don't know (is corpse club supposed to make meat clubs? you've only specified that it use a corpse's material and it will use the most present IE usually muscle).
Oh. Well they have natural weapon skills, and are able to smelt and make/use the same weapons as humans. Plus steel. But in adventure mode, their towns are stocked full of wrestlers. Would it fix it if I took away the natural combat? They're all set to be professional biters naturally, then novice sword, spear, and shield users.
I'll check into the hand idea. Can I give them scratching and wielding?
Ah, it was the missing entity permission! Derp. Thank you!In these cases there are generally three types of permissions:
And yes, essentially I imagined a club made out of meat and bone. Like someone had stuck a discarded lower leg on a length of metal, or was just grabbing half an arm with the bone stick out and going to town...
(In DF's literal case just meat.... completely useless, but pretty fun.)
But riddle me this: My wooden clubs didn't need to be added to my civs entity permissions. They still showed up. So what's going on in this case?
Ah, it was the missing entity permission! Derp. Thank you!In these cases there are generally three types of permissions:
And yes, essentially I imagined a club made out of meat and bone. Like someone had stuck a discarded lower leg on a length of metal, or was just grabbing half an arm with the bone stick out and going to town...
(In DF's literal case just meat.... completely useless, but pretty fun.)
But riddle me this: My wooden clubs didn't need to be added to my civs entity permissions. They still showed up. So what's going on in this case?If you had a Type 1 permission you could embark, buy, and possibly make the clubs even without Type 3 but you can't use the specified reaction to make it.
- Item Permissions which allow civs to create the weapon the regular way (IE forging and carpentry {if training}). These are all the weapon, armour, tool, etc lines that appear in civs. They will have access to these weapons in every material appropriate (defined in weapons themselves and access to metals)
- Building Permissions which allow civs to build certain buildings. Note however that buildings aren't needed for civ level access to the third type which will be explained there.
- Reactions Permissions which allow a civ to access a reactions products civ-wide and fort-wide (though only if it has a valid building). You can have reactions for buildings you can't create normally and your civ/caravans will have these items. Indigo Fenix has also showed that you can use reactions for non-buildable buildings if you reclaim a place with that building (IE forts you made with other races)
If none of this explains your riddle then I don't have le clue.
If I was to make an alloy of iron and say, dragon bones, would I have to make a new template specifically for dragon bones? I tried making a reaction from looking at the one for bismuth bronze and using that, I somehow ended up making steel out of iron, coal, and a boar skull... :o How do you make alloys, and can you do it with a specific product, like iron and giant grasshopper heart, for example? Or does it have to be defined as a metal?
Could I attach that to gloves? Or even claws?No, I suggest using the wiki (http://dwarffortresswiki.org/) as a resource for what tokens are generally allowed where. Unless your internet connection is really shoddy or on a non-PC, in which case the forums can be faster.
Even with the [AMPHIBIOUS] token, wouldn't it still need lungs or something?
On another note, can I give a metal a syndrome? Like a type of metal that, when it pierces skin, it injects a syndrome? I'm willing to jump through two or three hoops to do it.
Do I need to add lungs in order for it to breathe air?
The wiki shows masks as only covering the head. Is it possible to make them only cover facial features and throat? Or at least to cover those parts as well? I've poked around in the raws and couldn't see anything that would do that, and the wiki was unhelpful as well.
No, unfortunately. Helmets cannot be given any of the tags that allow other armours to extend past what they would normally protect.
Is there a script to export fort to .3ds?
And my previous question left unanswered ??? : where to find exemplary forts (i.e. well-developed forts with good planes and many items)? Does some special repository for these forts exist?
Do they have access to wagon-pullers or pack animals?
Oh cool! Executioner will be whichever monarch/leader is around, they'll use swords to execute, and they'll also lead a squad. No work exemption. How could I change the swordsman thing to anything I wanted? Like how the dwarves have sworddwarf?
[INORGANIC:BOOM]
[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:exploding]
[STATE_NAME_ADJ:LIQUID:oil]
[STATE_NAME_ADJ:GAS:explosion]
[DISPLAY_COLOR:0:7:1]
[BUILD_COLOR:0:7:1]
[MATERIAL_VALUE:10]
[SPEC_HEAT:450]
[BOILING_POINT:10067]
[ITEMS_AMMO]
[ITEMS_HARD]
[ITEMS_METAL]
[ITEMS_BARRED]
[ITEMS_SCALED]
[SOLID_DENSITY:7850]
[LIQUID_DENSITY:8880]
[MOLAR_MASS:55845]
[IMPACT_YIELD:0] Was 1080000, but just using 3.5x tensile multiples for everything until better numbers are available, which might not be likely
[IMPACT_FRACTURE:1085000]
[IMPACT_STRAIN_AT_YIELD:3100009]
[COMPRESSIVE_YIELD:0]
[COMPRESSIVE_FRACTURE:5770]
[COMPRESSIVE_STRAIN_AT_YIELD:31900000] bulk modulus 170 GPa
[TENSILE_YIELD:0]
[TENSILE_FRACTURE:310000]
[TENSILE_STRAIN_AT_YIELD:700003] young's modulus 211 GPa
[TORSION_YIELD:0]
[TORSION_FRACTURE:310000]
[TORSION_STRAIN_AT_YIELD:1800009]
[SHEAR_YIELD:0]
[SHEAR_FRACTURE:310000]
[SHEAR_STRAIN_AT_YIELD:1000089] shear modulus 82 GPa
[BENDING_YIELD:0]
[BENDING_FRACTURE:310000]
[BENDING_STRAIN_AT_YIELD:700003]
[MAX_EDGE:10000]
[STATE_COLOR:ALL_SOLID:GRAY]
[SYNDROME]
[SYN_NAME:explosion]
[SYN_AFFECTED_CREATURE:GENERAL_POISON]
[SYN_CONTACT]
[CE_CAN_DO_INTERACTION:PROB:100:START:0]
[CDI:INTERACTION:EXPLODE]
[CDI:ADV_NAME:explode]
[CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
[CDI:MATERIAL:INORGANIC:MICROCLINE:UNDIRECTED_DUST]
[CDI:TARGET:C:SELF_ONLY]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:1]
Could I add a sword blade to a shield? A spike to a hammer?
Last night I thought of my next civilization: they'd be famed as even better smiths and crafters than the dwarves, but physically weaker. I thought, if they were master smiths, couldn't they have their own, better weapons? I'm thinking I could try to make some weapons more dangerous, like take a hammer and give it a pointy spike, or put a large dagger blade for stabbing on a new shield. Can I do this? Or would it not work out the way I'm thinking?
So does anybody understand the breakdown of the number sequence in the [GAIT] token? It looks like they define things like max speed, turning speed, etc, but I have no idea where those variables are defined in the sequence.There are notes in c_variation_default that explain gait tokens. The numbers are ARGs (variables) that are defined/sequenced in said file. If you can understand how [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] works in the underlined bit you understand how to use ARGs.
This chart stops progressing once it hits 87+, and the numbers are probably a little slow compared to a reasonable tile size,
but there had to be some give in both directions until we handle creatures that can move more than one tile per click.
Listed speed is the approximate top speed without att/size boosts (from wherever it was located on the internet etc.).
9000:8900:8825:8775:9500:9900] 1 kph
8390:8204:8040:4388:8989:9567] 2 kph
7780:7508:7254:2925:8478:9233] 3 kph
7171:6811:6469:2193:7967:8900] 4 kph
6561:6115:5683:1755:7456:8567] 5 kph
5951:5419:4898:1463:6944:8233] 6 kph
5341:4723:4112:1254:6433:7900] 7 kph
4732:4026:3327:1097:5922:7567] 8 kph
4122:3330:2541:975:5411:7233] 9 kph
3512:2634:1756:878:4900:6900] 10 kph
3251:2446:1640:798:4600:6500] 11 kph
2990:2257:1525:731:4300:6100] 12 kph
2728:2069:1409:675:4000:5700] 13 kph
2467:1880:1294:627:3700:5300] 14 kph
2206:1692:1178:585:3400:4900] 15 kph
1945:1504:1062:548:3100:4500] 16 kph
1683:1315:947:516:2800:4100] 17 kph
1422:1127:831:488:2500:3700] 18 kph
1161:938:716:462:2200:3300] 19 kph
900:750:600:439:1900:2900] 20 kph
900:746:592:418:1900:2900] 21 kph
900:742:584:399:1900:2900] 22 kph
900:738:576:382:1900:2900] 23 kph
900:734:568:366:1900:2900] 24 kph
900:730:561:351:1900:2900] 25 kph
900:726:553:338:1900:2900] 26 kph
900:722:545:325:1900:2900] 27 kph
900:718:537:313:1900:2900] 28 kph
900:714:529:303:1900:2900] 29 kph
900:711:521:293:1900:2900] 30 kph
900:707:513:283:1900:2900] 31 kph
900:703:505:274:1900:2900] 32 kph
900:699:497:266:1900:2900] 33 kph
900:695:489:258:1900:2900] 34 kph
900:691:482:251:1900:2900] 35 kph
900:687:474:244:1900:2900] 36 kph
900:683:468:237:1900:2900] 37 kph
900:679:458:231:1900:2900] 38 kph
900:675:450:225:1900:2900] 39 kph
900:657:438:219:1900:2900] 40 kph
900:642:428:214:1900:2900] 41 kph
900:627:418:209:1900:2900] 42 kph
900:612:408:204:1900:2900] 43 kph
900:597:398:199:1900:2900] 44 kph
900:585:390:195:1900:2900] 45 kph
900:573:382:191:1900:2900] 46 kph
900:561:374:187:1900:2900] 47 kph
900:549:366:183:1900:2900] 48 kph
900:537:358:179:1900:2900] 49 kph
900:528:352:176:1900:2900] 50 kph
900:519:346:173:1900:2900] 51 kph
900:507:338:169:1900:2900] 52 kph
900:498:332:166:1900:2900] 53 kph
900:489:326:163:1900:2900] 54 kph
900:480:320:160:1900:2900] 55 kph
900:471:314:157:1900:2900] 56 kph
900:462:308:154:1900:2900] 57 kph
900:453:302:151:1900:2900] 58 kph
900:447:298:149:1900:2900] 59 kph
900:438:292:146:1900:2900] 60 kph
900:432:288:144:1900:2900] 61 kph
900:426:284:142:1900:2900] 62 kph
900:417:278:139:1900:2900] 63 kph
900:411:274:137:1900:2900] 64 kph
900:405:270:135:1900:2900] 65 kph
900:399:266:133:1900:2900] 66 kph
900:393:262:131:1900:2900] 67 kph
900:387:258:129:1900:2900] 68 kph
900:381:254:127:1900:2900] 69 kph
900:375:250:125:1900:2900] 70 kph
900:372:248:124:1900:2900] 71 kph
900:366:244:122:1900:2900] 72 kph
900:360:240:120:1900:2900] 73 kph
900:357:238:119:1900:2900] 74 kph
900:351:234:117:1900:2900] 75 kph
900:345:230:115:1900:2900] 76 kph
900:342:228:114:1900:2900] 77 kph
900:336:224:112:1900:2900] 78 kph
900:333:222:111:1900:2900] 79 kph
900:327:218:109:1900:2900] 80 kph
900:324:216:108:1900:2900] 81 kph
900:321:214:107:1900:2900] 82 kph
900:315:210:105:1900:2900] 83 kph
900:312:208:104:1900:2900] 84 kph
900:309:206:103:1900:2900] 85 kph
900:306:204:102:1900:2900] 86 kph
900:300:200:100:1900:2900] 87+ kph
You can mine ice. Conceivably, could you store the ice blocks in a barrel, let them melt, and have a barrel full of water to drink?Ice boulders melted into empty buckets reaction by Malecus:
[REACTION:ICE_TO_WATER] --by Malecus
[NAME:melt ice boulders]
[BUILDING:SCREW_PRESS:CUSTOM_I]
[REAGENT:A:1:BOULDER:NO_SUBTYPE:WATER:NONE]
[REAGENT:B:1:BUCKET:NONE:NONE:NONE][EMPTY][DOES_NOT_ABSORB][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:2:LIQUID_MISC:NONE:WATER:NONE][PRODUCT_DIMENSION:150][PRODUCT_TO_CONTAINER:B]
[SKILL:PRESSING]
So does anybody understand the breakdown of the number sequence in the [GAIT] token? It looks like they define things like max speed, turning speed, etc, but I have no idea where those variables are defined in the sequence.Hey SalmonGod, have my compiled-from-realworld animal speeds, as GAITs. These I use in the OldGenesis mod (which is a fork of Deon's Genesis 3.xx)
How would I go about making goblins, kobolds, giants, and other assorted evil humanoids playable as adventurers? I'd be fine with just outsider adventurers, if that's any help.It's the ADVENTURE_TIER tag in entity files, eg.
Don't think the ADVENTURER_TIER:X is necessary. Helpful yes, but not necessary.How would I go about making goblins, kobolds, giants, and other assorted evil humanoids playable as adventurers? I'd be fine with just outsider adventurers, if that's any help.It's the ADVENTURE_TIER tag in entity files, eg.
[ENTITY:SKULKING]
[ADVENTURE_TIER:10]
[INDIV_CONTROLLABLE]
[CREATURE:KOBOLD]
or you could just play a major mod, many mods have that feature incorporated.
You aren't.Don't think the ADVENTURER_TIER:X is necessary. Helpful yes, but not necessary.How would I go about making goblins, kobolds, giants, and other assorted evil humanoids playable as adventurers? I'd be fine with just outsider adventurers, if that's any help.It's the ADVENTURE_TIER tag in entity files, eg.
[ENTITY:SKULKING]
[ADVENTURE_TIER:10]
[INDIV_CONTROLLABLE]
[CREATURE:KOBOLD]
or you could just play a major mod, many mods have that feature incorporated.
Just make an entity as above, INDIV_CONTROLLABLE allows for outsider adventurers and the creature itself is self_explanatory. Keep in mind that an entity can have multiple creatures (for civs, it means it chooses one at random when spawning a civilization in worldgen; for adventurers it should mean that all of them are available, but someone correct me on this if I'm wrong).
CREATURE_MAT:DRAGON:BONE
CREATURE_MAT:CAVE_DRAGON:BONE
Is there a way to get a race to only use a small subset of plants? For example, I have a race of Naga. I want them to be able to grow coral, and only coral. Currently, coral are listed as outdoor plants, so adding the tag [OUTDOOR_FARMING] to the entity file allows them to farm coral. Unfortunately it also allows them to farm a very large number of other things that I don't really want them having.
Are there any changes to the biome tags in 0.40.x?
@HelloLion, is that inorganic file called inorganic_kobold.txt?
Yet another tileset question:
Is it true, that tile 216 (╪) used in .40 (and probably .34 too) only as "designation-to-place-metal-door" mark, but not as a metal door itself?
All of the metal doors i tried (gold, iron, copper, silver) were depicted by tile 240 (≡ aka Bars) and i want to be sure that there is no special cases i missed. ::)
Thanks, this seems to be true. I just tried few other metal and alloys and they still are ≡Yet another tileset question:
Is it true, that tile 216 (╪) used in .40 (and probably .34 too) only as "designation-to-place-metal-door" mark, but not as a metal door itself?
All of the metal doors i tried (gold, iron, copper, silver) were depicted by tile 240 (≡ aka Bars) and i want to be sure that there is no special cases i missed. ::)
This appears to be the case in my experience (I also studied this phenomena when creating my tileset)
Hey guys, do you know what could be causing this error? 'Unsupported CE add tag: NOBRE!' I got it in relation to this bug http://www.bay12games.com/dwarves/mantisbt/view.php?id=277 but no idea if it's related or something completely separate.From the error, I guess there was a CE_ADD_TAG:NOBRE! somewhere in the raws. Seems like someone was enthusiastic when it came to attempting to make someone a noble (in portuguese) via interactions.
I'm just asking if you guys recognize what the error is. I didn't make any changes to the entities and like I said in the bug report, the only changes I made were to remove aquifers (via the starter pack) and gave kobolds normal speech.
Edit: Made a new world and a new adventurer and don't see the error, so......
Hey guys, do you know what could be causing this error? 'Unsupported CE add tag: NOBRE!' I got it in relation to this bug http://www.bay12games.com/dwarves/mantisbt/view.php?id=277 but no idea if it's related or something completely separate.From the error, I guess there was a CE_ADD_TAG:NOBRE! somewhere in the raws. Seems like someone was enthusiastic when it came to attempting to make someone a noble (in portuguese) via interactions.
I'm just asking if you guys recognize what the error is. I didn't make any changes to the entities and like I said in the bug report, the only changes I made were to remove aquifers (via the starter pack) and gave kobolds normal speech.
Edit: Made a new world and a new adventurer and don't see the error, so......
Is anyone else having more worlds rejected than in .34, when lots of entity objects are added? I have about ten right now, and it can reject twenty worlds until it runs the history unless I lower the number of civs.Maybe it's because you still have an entity with underground plants enabled? Just speculation, but it's what came to mind.
Also, for some reason making cavern layers with no plants or trees locks up the game...??
So I want to make a creature that appears in hell, and wont get into fights with demons, but still be hostile to your fort or adventurer if you breach hell. Are there tags to make this possible?
AT_PEACE_WITH_WILDLIFE seems to do the trick. If you add either OPPOSED_TO_LIFE or CRAZED, though, they'll be hostile to demons. Just add LIKES_FIGHTING and LARGE_PREDATOR and maybe NOFEAR and/or NOEMOTION I guess.So I want to make a creature that appears in hell, and wont get into fights with demons, but still be hostile to your fort or adventurer if you breach hell. Are there tags to make this possible?
To make it appear in hell, give it [UNDERGROUND_DEPTH:5:5] in addition to a subterranean biome.
To ensure hostility, you may want to give it [OPPOSED_TO_LIFE] or [CRAZED]
Not certain about getting them to ally with demons though.
Did you add [PERMITTED_BUILDING:GUNSMITH] to your entity and generated a new world?
Could someone explain, if it's possible, how to create creatures from workshop reactions? Thanks!possible with DFhack trickery. See threads http://www.bay12forums.com/smf/index.php?topic=137094.0
What does [NATURAL] do?
Is there any way at all to make child animals cost less than adult animals during embark?Not exactly but you can make castes have different costs and if you consider one caste a "child" caste that eventually transforms into an "adult" caste then... kinda. The suspension of disbelief is a tad high (especially while coding) because of how gamey it is.
That could be a good suggestion for Toady. Similar to how BODY_SIZE grows with a certain amount of time, the value could also change.Is there any way at all to make child animals cost less than adult animals during embark?Not exactly but you can make castes have different costs and if you consider one caste a "child" caste that eventually transforms into an "adult" caste then... kinda. The suspension of disbelief is a tad high (especially while coding) because of how gamey it is.
That would be quite a rework! You'd probably have to be able to specify ages at embark instead of the current child/adult system and it wouldn't be properly moddable unless you could change whether it would increase or decrease with age, by how much, and when the increases actually take place.That could be a good suggestion for Toady. Similar to how BODY_SIZE grows with a certain amount of time, the value could also change.Is there any way at all to make child animals cost less than adult animals during embark?Not exactly but you can make castes have different costs and if you consider one caste a "child" caste that eventually transforms into an "adult" caste then... kinda. The suspension of disbelief is a tad high (especially while coding) because of how gamey it is.
Let's be honest, we'd ask for Toady to give us cheaper puppies and he'd take a year and come back with an extensible, flexible system for specifying life cycles of arbitrary complexity, including that alternating sporophyte/gametophyte thing some mosses do.That would be quite a rework! You'd probably have to be able to specify ages at embark instead of the current child/adult system and it wouldn't be properly moddable unless you could change whether it would increase or decrease with age, by how much, and when the increases actually take place.That could be a good suggestion for Toady. Similar to how BODY_SIZE grows with a certain amount of time, the value could also change.Is there any way at all to make child animals cost less than adult animals during embark?Not exactly but you can make castes have different costs and if you consider one caste a "child" caste that eventually transforms into an "adult" caste then... kinda. The suspension of disbelief is a tad high (especially while coding) because of how gamey it is.
Quite a rework!
*** Error(s) finalizing the reaction TIER_2_IRON
TIER_2_IRON:Unrecognized Item Token: 1
[REACTION:TIER_2_IRON]
[NAME:purify iron bars]
[BUILDING:TIER_2_SMELTER:NONE]
[REAGENT:A:300:BAR:NONE:METAL:IRON_1]
[PRODUCT:A:100:1:BAR:NONE:METAL:IRON_2][PRODUCT_DIMENSION:150]
[FUEL]
[SKILL:SMELT]
Wait, there's options for that? I didn't know you could control that. I'll check them out.There's options for *everything*. How much volcanoes/water/height/mountains/beasts there are, how they're distributed, everything. Even whether or not there are demons.
There is the "construct-creature" thing in dfhack, which you can hook to a reaction.Sorry, I meant would the creature be able to do mining work?
I was wondering if it is possible to get tissue layers re-named for a creature, kind of the same way you'd use a bodygloss.
So, the skin would be named 'derma' or the sinews could be renamed 'insidey bits', or w.e. But the layer would still function in a standard body plan.
I believe night_creature_hunters that also have large_roaming can end up being placed in their biomes, which would in turn result in some of them becoming historical figures as beasts (that was I believe the basis of a wrong bug report on my end). Otherwise, they either need the spouse converter tags or need to be the result of divine curses.My xenomorph is not a LARGE_ROAMING creature, it has spouse converted tag and converted case, however none of the legends exports have them in population infos... I am a bit confused why. I am pretty sure that setup used to work in 0.34.x.
Night creatures should appear. Does it have a lair?I believe night_creature_hunters that also have large_roaming can end up being placed in their biomes, which would in turn result in some of them becoming historical figures as beasts (that was I believe the basis of a wrong bug report on my end). Otherwise, they either need the spouse converter tags or need to be the result of divine curses.My xenomorph is not a LARGE_ROAMING creature, it has spouse converted tag and converted case, however none of the legends exports have them in population infos... I am a bit confused why. I am pretty sure that setup used to work in 0.34.x.
My night creatures definitely work, so the only thing I can think of, as Deathsword has already asked, is that the xenomorphs might lack lair tags.I believe night_creature_hunters that also have large_roaming can end up being placed in their biomes, which would in turn result in some of them becoming historical figures as beasts (that was I believe the basis of a wrong bug report on my end). Otherwise, they either need the spouse converter tags or need to be the result of divine curses.My xenomorph is not a LARGE_ROAMING creature, it has spouse converted tag and converted case, however none of the legends exports have them in population infos... I am a bit confused why. I am pretty sure that setup used to work in 0.34.x.
I was wondering if it is possible to get tissue layers re-named for a creature, kind of the same way you'd use a bodygloss.
So, the skin would be named 'derma' or the sinews could be renamed 'insidey bits', or w.e. But the layer would still function in a standard body plan.
[SELECT_MATERIAL:HAIR]
[STATE_NAME:ALL_SOLID:wool]
[STATE_ADJ:ALL_SOLID:wool]
[SELECT_TISSUE:HAIR]
[TISSUE_NAME:wool:NP]
awesome, thanks
I was beating my head against the proverbial wall
[SELECT_MATERIAL:WALL]
[STATE_NAME:ALL_SOLID:feathery pillow]
[STATE_ADJ:ALL_SOLID:feathery pillow]
[SELECT_TISSUE:WALL]
[TISSUE_NAME:feathery pillow:STP]
My night creatures definitely work, so the only thing I can think of, as Deathsword has already asked, is that the xenomorphs might lack lair tags.I believe night_creature_hunters that also have large_roaming can end up being placed in their biomes, which would in turn result in some of them becoming historical figures as beasts (that was I believe the basis of a wrong bug report on my end). Otherwise, they either need the spouse converter tags or need to be the result of divine curses.My xenomorph is not a LARGE_ROAMING creature, it has spouse converted tag and converted case, however none of the legends exports have them in population infos... I am a bit confused why. I am pretty sure that setup used to work in 0.34.x.
Night trolls aren't made by curses. They are randomly spawned at worldgen and start converting others. Only vampires and werebeasts seem to be born of curses so far.My night creatures definitely work, so the only thing I can think of, as Deathsword has already asked, is that the xenomorphs might lack lair tags.I believe night_creature_hunters that also have large_roaming can end up being placed in their biomes, which would in turn result in some of them becoming historical figures as beasts (that was I believe the basis of a wrong bug report on my end). Otherwise, they either need the spouse converter tags or need to be the result of divine curses.My xenomorph is not a LARGE_ROAMING creature, it has spouse converted tag and converted case, however none of the legends exports have them in population infos... I am a bit confused why. I am pretty sure that setup used to work in 0.34.x.
Hmm, do you have a curse which makes them in the first place? I think it is the issue I have: I have night troll-like creatures in the raws but no deity curse.
Does anyone have the faintest idea what, if any, effect ATTACK_PREP_AND_RECOVER has on ranged attacks?I don't think it does. It's on ammo and ranged weapons for when you use either for melee attacks.
There are also no spheres, maybe it needs one?Good catch, thanks. I'll try that.
Hi, I'm looking to get into DF Modding again. What's changed raws wise from .34 to .40? Are the old raws still compatible?Here's relevant for-modding text files from me to you.
But here's my question: What exactly would just changing the the CREATURE part do? Would it take human stats and raws and just change the name? The in-game stats say 'paw' and even describe the tail, but would there be other differences or what exactly?
The [CREATURE:X] line in an entity defines which creature within the game is used to populate the civilization. Changing it from HUMAN to LYNX_MAN changed it from humans to lynx-people.
Did you be sure to change the entity ID as well? Having duplicate IDs for a single type of object can cause errors and odd glitches.
This is my first official post. I've just gotten started on DF, and I'm actually mostly interested in the adventurer mode, largely because, as a kid, I wished for an open world version ofCome adventure in the OldGenesis mod! We have fun stuff like animal and people sounds. Also, centaur civ and beastman civ and Noble Orient Orcs and Nord Humans.
Tomi, this is the question thread, not the propaganda thread. Please don't do that.This is my first official post. I've just gotten started on DF, and I'm actually mostly interested in the adventurer mode, largely because, as a kid, I wished for an open world version ofCome adventure in the OldGenesis mod! We have fun stuff like animal and people sounds. Also, centaur civ and beastman civ and Noble Orient Orcs and Nord Humans.
Sounds Spoilers:Spoiler (click to show/hide)
Tomi, this is the question thread, not the propaganda thread. Please don't do that.Oops, for a moment last night there I thought this was discussion about modding and example code for modders.
This is my first official post. I've just gotten started on DF, and I'm actually mostly interested in the adventurer mode, largely because, as a kid, I wished for an open world version ofCome adventure in the OldGenesis mod! We have fun stuff like animal and people sounds. Also, centaur civ and beastman civ and Noble Orient Orcs and Nord Humans.
Sounds Spoilers:Spoiler (click to show/hide)
COMMON vs RARE means how often the civilization itself has access to it, not how often the citizens will rare it. Even so, I believe that it's more of a relative thing--the values only matter if there's alternatives available, such as two different kinds of pants, with one being COMMON and the other rare; you'll get the COMMON more often than not, the RARE sometimes along with, and sometimes you'll only get the RARE.
Removing permissions will prevent civilizations from using certain items or performing certain jobs, yes.The easiest way on the player is to add a reaction that produces X metal to a certain building (say, craftsman) to the non-player civ you want to have that metal and remove furnace operator from them. Rection metals are always available, even if the ingredients are not.
Though removing steel is as easy as removing the reaction permission, non-alloy metals that can be smelted directly from ores are not as easy, as they do not rely on reactions defined in the raws. You will either have to remove the furnace operator profession (I think it's this profession, but no guarantee) or tweak the ores themselves in order to prevent them from giving the metal.
Is there any way to write raws to the effect of having a creature throw globs of the randomly evil weather materials (e.g. foul slush) as an interaction? I'm trying to create a race that poses a different threat level each gameNot that I know of. Could try the following: [ARMOR:ITEM_ARMOR_TURBOSUPERCLOAK:UNCOMMON], that would be be random per world gen. And somehow that armor would give super abilities to the civ.
Is there any way to write raws to the effect of having a creature throw globs of the randomly evil weather materials (e.g. foul slush) as an interaction? I'm trying to create a race that poses a different threat level each game - it could just give your dwarves blisters, or it could cause a skin-necrosis plague as dust spreads, or it could create thralls (uh-oh).Just use INORGANIC:EVIL_CLOUD_1 etc, however it may bring weird results if you generate a world without evil clouds.
Aforementioned race would also have [MISCHEIVOUS], and otherwise behave very much like kobolds (smaller, frailer kobolds, but just as sneaky and TRAPAVOID-y), only attacking you if you let too many babies get stolen or items get pinched.
Unfortunately, I don't think that works any longer. We've at least determined that the procedural creatures are no longer available in 0.40.x, probably due to the changes in loading the game.Is there any way to write raws to the effect of having a creature throw globs of the randomly evil weather materials (e.g. foul slush) as an interaction? I'm trying to create a race that poses a different threat level each game - it could just give your dwarves blisters, or it could cause a skin-necrosis plague as dust spreads, or it could create thralls (uh-oh).Just use INORGANIC:EVIL_CLOUD_1 etc, however it may bring weird results if you generate a world without evil clouds.
Aforementioned race would also have [MISCHEIVOUS], and otherwise behave very much like kobolds (smaller, frailer kobolds, but just as sneaky and TRAPAVOID-y), only attacking you if you let too many babies get stolen or items get pinched.
Does anyone know a method to modify the site maps for Hamlets, Tree Cities, etc? I can't seem to find any relevant files from the RAW folder at least.The settlements are generated by code (procedural generation like Nethack), and we cannot change the code. (DFHack can change game data while the game is running, but I don't think there will be a save-hacking tool that adds buildings to existing towns.)
Now that the world activation is going on, I'd like to add shops to Elf settlements.
Now that the world activation is going on, I'd like to add shops to Elf settlements.From what I've read in the adventure threads I think there are some times shop trees in forest retreats, though the merchants may not necessarily be present :-\
There a way to make a playable civ that doesn't appear in History? As in, to ensure your settlement is their first?No , but you could make the civs creature suicidally weak in world gen and alter them as appropriate after (ie world gen [MAXAGE:1:2], [CARNIVORE] if vegetarian civ, or remove the [MALE] [FEMALE] tags during gen so they don't breed and gen until old age death)
Nobody does. The world generation is a teeny bit complicated to unravel.I feared as much. Oh well. Maybe it will be possible in the future.
DFHack can change game data while the game is running, but I don't think there will be a save-hacking tool that adds buildings to existing towns.In theory you could make alterations to worldgen this way, but it would most likely be way too much effort for so little gain.
Just make the elves have a type CITY settlement.Yes, this is what I ended up doing.
From what I've read in the adventure threads I think there are some times shop trees in forest retreats, though the merchants may not necessarily be present :-\I've seen merchants (who refuse to trade), but not shops. Odd.
Confused by reagent separation:
If I want an item to be able to be made from different reagents, say iron or copper, do I simply put the standard regent reaction down like:
[REACTION:CRAFT_MEATHOOK]
[NAME:Craft Meathook]
[BUILDING:SMELTER:NONE]
[REAGENT:A:150:BAR:NONE:METAL:IRON]
[REAGENT:B:150:BAR:NONE:METAL:COPPER]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_MEATHOOK:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:FORGE_WEAPON]
Or is that telling the game that I need both Iron AND copper?
I have a fairly simple question; you see, along with making dwarves admire cars for their speed, I gave them the ability to use Great Axes and Pikes. Unfortunately, I embarked with a Great Axe, which can't cut down trees. I've checked the Battleaxe's RAWs, but I can't find what makes it able to chop wood.
There was a very philosophical discussion in another thread (http://www.bay12forums.com/smf/index.php?topic=142739) on the nature, or lack thereof, of the dwarven buttocks. How would I mod one in?So... the buttcheek would be a bodypart like EAR, but on upper leg. No you can't force it to be BEHIND the creature.
I have a fairly simple question; you see, along with making dwarves admire cars for their speed, I gave them the ability to use Great Axes and Pikes. Unfortunately, I embarked with a Great Axe, which can't cut down trees. I've checked the Battleaxe's RAWs, but I can't find what makes it able to chop wood.It is probably the SKILL:AXE that grants tree-cutting. Or maybe there's a 'must be able to use axe one-handed' hidden requirement in the executable's code.
I have a fairly simple question; you see, along with making dwarves admire cars for their speed, I gave them the ability to use Great Axes and Pikes. Unfortunately, I embarked with a Great Axe, which can't cut down trees. I've checked the Battleaxe's RAWs, but I can't find what makes it able to chop wood.
OK, just realized that dwarves cannot equip Great Axes due to a bug. Any way to turn it into a Battleaxe without melting? I doubt it, but still...
Your midgets are probably too tiny to lift the damn thing. Reduce the great axe's MINIMUM_SIZE stat to something below 60 thousand.
OK, just realized that dwarves cannot equip Great Axes due to a bug. Any way to turn it into a Battleaxe without melting? I doubt it, but still...Perhaps have stone axe and stone pick available in mason's shop. Coz stone axes were a real thing in humanity's history.
Confused by reagent separation:
If I want an item to be able to be made from different reagents, say iron or copper, do I simply put the standard regent reaction down like:
[REACTION:CRAFT_MEATHOOK]
[NAME:Craft Meathook]
[BUILDING:SMELTER:NONE]
[REAGENT:A:150:BAR:NONE:METAL:IRON]
[REAGENT:B:150:BAR:NONE:METAL:COPPER]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_MEATHOOK:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:FORGE_WEAPON]
Or is that telling the game that I need both Iron AND copper?
The latter. You want to use a reaction class instead.
Give both your iron and copper in inorganic_metal.txt the tag [REACTION_CLASS:hot damn meathooks]. Then, you use this as your reagent:
[REAGENT:A:150:BAR:NONE:NONE:NONE][REACTION_CLASS:hot damn meathooks]
Then it will look for a bar made from anything at all that has that specific reaction class attached to its material. In this case, nothing except iron or copper.
As an aside, you don't need to make a new reaction to get your weapon in. Just make sure the weapon itself works (it will appear in the Arena spawning list) and give your civilization the permission to have them in entity_default.txt. It will appear among all the rest in the weapon forging menu.
There was a very philosophical discussion in another thread (http://www.bay12forums.com/smf/index.php?topic=142739) on the nature, or lack thereof, of the dwarven buttocks. How would I mod one in?So... the buttcheek would be a bodypart like EAR, but on upper leg. No you can't force it to be BEHIND the creature.
Here are some related bodyparts from a great mod:
(_protected variants so they're under armor. empirical testing reasons.)Spoiler (click to show/hide)
This is untrue. Look at HUMANOID_RIBCAGE_POSITIONS. Changing AROUND to BEHIND does as expected. The last number is amount (the percentage?) of the parent part covered by the other part.There was a very philosophical discussion in another thread (http://www.bay12forums.com/smf/index.php?topic=142739) on the nature, or lack thereof, of the dwarven buttocks. How would I mod one in?So... the buttcheek would be a bodypart like EAR, but on upper leg. No you can't force it to be BEHIND the creature.
This hit all requirements but the "required to stand". It was even covered by armor! The last requirement seems like a doozy, though. Any suggestions?The motor nerves are cut off at the butt. Maybe add a little muscle underneath so they propagate properly?
Doh, sorry, didn't see that. Thanks.OK, just realized that dwarves cannot equip Great Axes due to a bug. Any way to turn it into a Battleaxe without melting? I doubt it, but still...Your midgets are probably too tiny to lift the damn thing. Reduce the great axe's MINIMUM_SIZE stat to something below 60 thousand.
This hit all requirements but the "required to stand". It was even covered by armor! The last requirement seems like a doozy, though. Any suggestions?The motor nerves are cut off at the butt. Maybe add a little muscle underneath so they propagate properly?
I thought that was what the "ARG3:25" in the b_detail_plan was doing. Is there something more I must add?Welp, wasn't paying enough attention :-[
I thought that was what the "ARG3:25" in the b_detail_plan was doing. Is there something more I must add?Welp, wasn't paying enough attention :-[
After a third read through I wonder if having 2 connections in the BP is the problem? Every other part in HUMANOID_NECK, and seemingly the file, only have one. So maybe the second connection overrides the first?
(Just realised I should've posted this in the creature/entities thread. Bah.)It's fine. This thread is for all questions. The other one is more specialized.
I added [CRAZED] to a caste of a species. They should attack members of their own species who do not belong to that caste and are not crazed, correct? However, they do not. Any idea why?It likely has something to do with the new combat stages. It used to be always on No Quarter combat, so fights always went to the death. Try adding LIKES_FIGHTING and maybe NOFEAR. If that doesn't work CRAZED might be bugged or changed.
(Just realised I should've posted this in the creature/entities thread. Bah.)It's fine. This thread is for all questions. The other one is more specialized.I added [CRAZED] to a caste of a species. They should attack members of their own species who do not belong to that caste and are not crazed, correct? However, they do not. Any idea why?It likely has something to do with the new combat stages. It used to be always on No Quarter combat, so fights always went to the death. Try adding LIKES_FIGHTING and maybe NOFEAR. If that doesn't work CRAZED might be bugged or changed.
So give all the males of a species crazed and dont add it to the females. OR vice versa. Either a wild animal you will be seeing often or an animal you can request in cages. Or your dwarves(Just realised I should've posted this in the creature/entities thread. Bah.)It's fine. This thread is for all questions. The other one is more specialized.I added [CRAZED] to a caste of a species. They should attack members of their own species who do not belong to that caste and are not crazed, correct? However, they do not. Any idea why?It likely has something to do with the new combat stages. It used to be always on No Quarter combat, so fights always went to the death. Try adding LIKES_FIGHTING and maybe NOFEAR. If that doesn't work CRAZED might be bugged or changed.
It turns out that it was actually working as intended, but it doesn't act properly in adventure mode, or the arena. Only seems to be obviously observable in Fort mode.
[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen kobold burb]
[STATE_NAME_ADJ:LIQUID:kobold burb]
[STATE_NAME_ADJ:GAS:boiling kobold burb]
[MATERIAL_VALUE:2]
[DISPLAY_COLOR:5:0:0]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[PREFIX:NONE]
With that and the reaction product tags you already have, the stock brewing reaction will allow you to brew kobold bulbs at the still. The end result should look something like this:How does one adapt the entities for 0.40.X?I think that's about it. Entities got quite few changes, raw-wise.
So far, I've gathered the following:
-Values
-Garden and orchard tags
-Some de-hardcoded reactions now need to be permitted (like process_plant_to_bag)
-Primitives now get site_variable_positions with variable_positions
-Noble rulers now get [NUMBER:AS_NEEDED] instead of [SITE]
-Can use an exclusive start biome with settlement biomes to get specific worldgen settlements (?)
Did I miss anything?
You want REAGENT instead of REAGANT
Also, in case I did miss anything while I was doing the creatures...Also smells, but that is quite optional.
which would be a pity since I've done all the creatures, in this manner:
-Gaits instead of the speed and swim_speed tags
-Attacks need prepare_and_recover tags, and multiattack flags
-There's new default bodies with necks
-Stance_climber and cannot_jump tags as appropriate
-Orientation for entity creatures
[SKILL_RUST_RATES:16:32:32] (http://dwarffortresswiki.org/index.php/DF2014:Creature_token#SKILL_RUST_RATES)Where do I find these tokens?
Where do I find these tokens?
What does the [POWER] tag do?A historical creature with the tag (at least one without entity memberships) is able to fool deity-worshiping civs that it is one of the gods (sharing at least one sphere with the creature) being worshiped, much like unique demons used to be. These creatures then take up leadership positions of that civ.
I'm thinking of attempting to write a script for DFHack, but I don't understand at all how the whole process goes. I've heard stuff about some onLoad.init, and I know the scriptsYeah should be in the DFHack threads.
I'm thinking of attempting to write a script for DFHack, but I don't understand at all how the whole process goes. I've heard stuff about some onLoad.init, and I know the scriptsYeah should be in the DFHack threads.
I guess a good starting point would be to read much of the DFhack thread, stuff like
http://www.bay12forums.com/smf/index.php?topic=123817.470 in there.
DFHack's readme says
"Lua or ruby scripts placed in the hack/scripts/ directory are considered for execution as if they were native DFHack commands. They are listed at the end of the 'ls' command output."
(at http://mwmanual.mapforge.net/4d/MasterworkDwarfFortress/repository/Readme.html#using-dfhack )
[REACTION:RGOTHIC_TALLOW_CANDLE]
[NAME:make tallow candle]
[BUILDING:BGOTHIC_RURAL:CUSTOM_T]
[REAGENT:tallow:1:GLOB:NONE:NONE:NONE][REACTION_CLASS:TALLOW][UNROTTEN]
[REAGENT:wick:1:THREAD:NONE:NONE:NONE]
[PRODUCT:100:1:TOOL:ITEM_TOOL_CANDLE:GET_MATERIAL_FROM_REAGENT:tallow:NONE]
[PRODUCT:50:1:THREAD:NONE:GET_MATERIAL_FROM_REAGENT:wick:NONE]
[SKILL:SOAP_MAKING]
Can anyone help me answering why does this reaction produce 100s of candles?Is there a way to call wood blocks "planks"?
Is it still possible to make a civ die off early by giving it only 1 breeding couple at the start? Or is that tag removed?It doesn't spit out an error but also doesn't respect it.
could you just reduce the max site population to 1? or something suitable low?Is it still possible to make a civ die off early by giving it only 1 breeding couple at the start? Or is that tag removed?It doesn't spit out an error but also doesn't respect it.
Is it still possible to make a civ die off early by giving it only 1 breeding couple at the start? Or is that tag removed?Try pop_ratio of male:200, female:1 and they might die off quicker. Also a short lifespan, optional verylong childhood.
Is there a way to call wood blocks "planks"?
Go into the material template file, find the wood template, and give it [BLOCK_NAME:plank:planks]
item_weapon_scavanger_TEST
[ITEM:WEAPON]
-Swords&Daggers---------------------------------------------------------------------------------------
-An old sword whose edge is so damaged it rips and tears more often than it cuts-
[ITEM_WEAPON:ITEM_WEAPON_SHORT_SWORD_J]
[NAME:short sword:short swords]
[ADJECTIVE:jagged]
[SIZE:300]
[SKILL:SWORD]
[TWO_HANDED:37500]
[MINIMUM_SIZE:32500]
[CAN_STONE]
[MATERIAL_SIZE:3]
[ATTACK:EDGE:50:2000:stab:stabs:NO_SUB:1000]
[ATTACK:BLUNT:20000:4000:slap:slaps:flat:1250]
[ATTACK:BLUNT:100:1000:strike:strikes:pommel:1000]
[ATTACK:EDGE:20000:5000:rip:rips:jagged edge:1500](Regular slash 20000:4000;2500)
(larger edge signifiying worse armour penetration but more damage to flesh?)
-An old sword that has seen many battles-
[ITEM_WEAPON:ITEM_WEAPON_SHORT_SWORD_N]
[NAME:short sword:short swords]
[ADJECTIVE:notched]
[SIZE:300]
[SKILL:SWORD]
[TWO_HANDED:37500]
[MINIMUM_SIZE:32500]
[CAN_STONE]
[MATERIAL_SIZE:3]
[ATTACK:EDGE:50:2000:stab:stabs:NO_SUB:1000]
[ATTACK:BLUNT:20000:4000:slap:slaps:flat:1250]
[ATTACK:BLUNT:100:1000:strike:strikes:pommel:1000]
[ATTACK:EDGE:20000:4200:cut:cuts:notched edge:1500]
-A piece of scrap metal shaped into a crude blade and sharpened-
[ITEM_WEAPON:ITEM_WEAPON_MSBLADE]
[NAME:makeshift blade:makeshift blades]
[SIZE:300]
[SKILL:SWORD]
[TWO_HANDED:37500]
[MINIMUM_SIZE:25000]
[MATERIAL_SIZE:3]
[ATTACK:EDGE:30000:3000:slash:slashes:NO_SUB:2500] normal scimitar is 30000:4000:2500
[ATTACK:EDGE:100:5000:stab:stabs:NO_SUB:2500] MWDF's run-throughs are 50:10000:4100
[ATTACK:BLUNT:30000:4000:slap:slaps:flat:1250]
[ATTACK:BLUNT:250:4000:strike:strikes:pommel:1000]
-An old sword that has seen many battles-
[ITEM_WEAPON:ITEM_WEAPON_SWORD_LONG_N]
[NAME:long sword:long swords]
[ADJECTIVE:notched]
[SIZE:700]
[SKILL:SWORD]
[TWO_HANDED:57500]
[MINIMUM_SIZE:12500]
[MATERIAL_SIZE:9]
[ATTACK:EDGE:50:3000:stab:stabs:NO_SUB:1000]
[ATTACK:BLUNT:60000:6000:slap:slaps:flat:1250]
[ATTACK:BLUNT:100:1000:strike:strikes:pommel:1000]
[ATTACK:EDGE:60000:6400:quickly slash:quickly slashes:partial edge:2500]
[ATTACK:EDGE:60000:6400:cut:cuts:notched blade:2500]
[ATTACK:EDGE:50:10000:run through:runs through:tip:4100]
-An old sword whose edge is so damaged it rips and tears more often than it cuts-
[ITEM_WEAPON:ITEM_WEAPON_SWORD_LONG_J]
[NAME:long sword:long swords]
[ADJECTIVE:jagged]
[SIZE:700]
[SKILL:SWORD]
[TWO_HANDED:57500]
[MINIMUM_SIZE:12500]
[MATERIAL_SIZE:9]
[ATTACK:EDGE:50:3000:stab:stabs:NO_SUB:1000]
[ATTACK:BLUNT:60000:6000:slap:slaps:flat:1250]
[ATTACK:BLUNT:100:1000:strike:strikes:pommel:1000]
[ATTACK:EDGE:60000:7000:quickly slash:quickly slashes:partial edge:2500]
[ATTACK:EDGE:60000:7000:rip:rips:jagged edge:2500]
[ATTACK:EDGE:50:10000:run through:runs through:tip:4100]
-An old sword that has seen many battles-
[ITEM_WEAPON:ITEM_WEAPON_SCIMITAR_N]
[NAME:scimitar:scimitars]
[ADJECTIVE:notched]
[SIZE:600]
[SKILL:SWORD]
[TWO_HANDED:37500]
[MINIMUM_SIZE:32500]
[MATERIAL_SIZE:9]
[ATTACK:EDGE:50:2000:stab:stabs:NO_SUB:1000]
[ATTACK:BLUNT:20000:4000:slap:slaps:flat:1250]
[ATTACK:BLUNT:50:1000:strike:strikes:pommel:1000]
[ATTACK:EDGE:30000:4200:quickly slash:quickly slashes:partial edge:2500]
[ATTACK:EDGE:30000:4200:slash:slashes:curved blade:2500]
[ATTACK:EDGE:50:10000:run through:runs through:tip:4100]
-An old sword whose edge is so damaged it rips and tears more often than it cuts-
[ITEM_WEAPON:ITEM_WEAPON_SCIMITAR_J]
[NAME:scimitar:scimitars]
[ADJECTIVE:jagged]
[SIZE:600]
[SKILL:SWORD]
[TWO_HANDED:37500]
[MINIMUM_SIZE:32500]
[MATERIAL_SIZE:9]
[ATTACK:EDGE:50:2000:stab:stabs:NO_SUB:1000]
[ATTACK:BLUNT:20000:4000:slap:slaps:flat:1250]
[ATTACK:BLUNT:50:1000:strike:strikes:pommel:1000]
[ATTACK:EDGE:30000:5000:quickly slash:quickly slashes:partial edge:2500]
[ATTACK:EDGE:30000:5000:slash:slashes:curved blade:2500]
[ATTACK:EDGE:50:10000:run through:runs through:tip:4100]
-An old dagger that has seen many battles-
[ITEM_WEAPON:ITEM_WEAPON_DAGGER_N]
[NAME:dagger:daggers]
[ADJECTIVE:notched]
[SIZE:50]
[SKILL:DAGGER]
[CAN_STONE]
[TWO_HANDED:27500]
[MINIMUM_SIZE:5000]
[MATERIAL_SIZE:3]
[ATTACK:EDGE:1000:800:slash:slashes:NO_SUB:1000]
[ATTACK:EDGE:5:1000:stab:stabs:NO_SUB:1000]
[ATTACK:BLUNT:20:600:strike:strikes:pommel:1000]
[ATTACK:EDGE:1000:900:quickly slash:quickly slashes:partial edge:1000]
[ATTACK:EDGE:1000:900:cut:cuts:notched blade:1000]
[ATTACK:EDGE:50:10000:run through:runs through:tip:1000]
-An old dagger whose edge is so damaged it rips and tears more often than it cuts-
[ITEM_WEAPON:ITEM_WEAPON_DAGGER_J]
[NAME:dagger:daggers]
[ADJECTIVE:jagged]
[SIZE:50]
[SKILL:DAGGER]
[TWO_HANDED:27500]
[MINIMUM_SIZE:5000]
[MATERIAL_SIZE:3]
[ATTACK:EDGE:1000:800:slash:slashes:NO_SUB:1000]
[ATTACK:EDGE:5:1000:stab:stabs:NO_SUB:1000]
[ATTACK:BLUNT:20:600:strike:strikes:pommel:1000]
[ATTACK:EDGE:1000:1200:quickly slash:quickly slashes:partial edge:1000]
[ATTACK:EDGE:1000:1200:cut:cuts:jagged edge:1000]
[ATTACK:EDGE:50:10000:run through:runs through:tip:1000]
-Spears&Polearms---------------------------------------------------------------------------------------
-An old spear whose edge is so damaged it rips and tears more often than it cuts-
[ITEM_WEAPON:ITEM_WEAPON_SPEAR_J]
[NAME:spear:spears]
[ADJECTIVE:jagged]
[SIZE:600]
[SKILL:SPEAR]
[CAN_STONE]
[TWO_HANDED:47500]
[MINIMUM_SIZE:20000]
[MATERIAL_SIZE:4]
[ATTACK:EDGE:20:10000:stab:stabs:NO_SUB:1000]
[ATTACK:BLUNT:10000:6000:bash:bashes:shaft:1250]
[ATTACK:EDGE:20:12000:sidestep quickly and slash:sidesteps quickly and slashes:NO_SUB:1250]
[ATTACK:EDGE:20:12000:make a reverse cut and stab:makes a reverse cut and stabs:NO_SUB:1000]
[ATTACK:EDGE:20:12000:furiously stab:furiously stabs:sharp tip:1000]
[ATTACK:EDGE:10:12000:impale:impales:full force:2000]
[ATTACK:EDGE:10:12000:run through:runs through:tip:4100]
-Axes&Hatchets-----------------------------------------------------------------------------------------
-An old hatchet that has seen many battles-
[ITEM_WEAPON:ITEM_WEAPON_AXE_HATCHET_N]
[ADJECTIVE:notched]
[NAME:hatchet:hatchets]
[SIZE:100]
[SKILL:AXE]
[CAN_STONE]
[TWO_HANDED:10000]
[MINIMUM_SIZE:5000]
[MATERIAL_SIZE:3]
[ATTACK:EDGE:40000:680:hack:hacks:notched edge:1250]
[ATTACK:BLUNT:40000:6000:slap:slaps:flat:1250]
[ATTACK:BLUNT:100:1000:strike:strikes:pommel:1000]
-An old axe that has seen many battles-
[ITEM_WEAPON:ITEM_WEAPON_AXE_WOOD_N]
[NAME:chopping axe:chopping axes]
[ADJECTIVE:notched]
[SIZE:400]
[SKILL:AXE]
[CAN_STONE]
[TWO_HANDED:47500]
[MINIMUM_SIZE:42500]
[MATERIAL_SIZE:3]
[ATTACK:EDGE:40000:680:hack:hacks:notched edge:1250]
[ATTACK:EDGE:40000:680:chop:chops:notched edge:1250]
[ATTACK:EDGE:40000:680:cleave:cleaves:notched edge:1250]
[ATTACK:BLUNT:40000:6000:slap:slaps:flat:1250]
[ATTACK:BLUNT:100:1000:strike:strikes:pommel:1000]
-An old axe that has seen many battles-
[ITEM_WEAPON:ITEM_WEAPON_AXE_BROAD_N]
[NAME:broad axe:broad axes]
[[ADJECTIVE:notched]
[SIZE:700]
[SKILL:AXE]
[TWO_HANDED:47500]
[MINIMUM_SIZE:42500]
[MATERIAL_SIZE:4]
[ATTACK:EDGE:10000:3200:hack:hacks:notched edge:1250]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK:BLUNT:12000:200:slap:slaps:flat:1250]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK:BLUNT:100:200:strike:strikes:pommel:1000]
[ATTACK_PREPARE_AND_RECOVER:3:3]
-Clubs&Maces-------------------------------------------------------------------------------------------
[ITEM_WEAPON:ITEM_WEAPON_MSFLAIL]
[NAME:makeshift flail:makeshift flails]
[SIZE:500]
[SKILL:WHIP]
[TWO_HANDED:47500]
[MINIMUM_SIZE:42500]
[MATERIAL_SIZE:4]
[ATTACK:BLUNT:200:3000:bash:bashes:NO_SUB:2500] Normal flail is 4000 penetration depth
[ATTACK:BLUNT:200:3000:smash:smashes:NO_SUB:2500]
[ATTACK:BLUNT:200:4000:wind up in a powerful motion and crush:winds up in a powerful motion and crushes:NO_SUB:3500]
[ITEM_WEAPON:ITEM_WEAPON_MSMACE]
[NAME:makeshift mace:makeshift mace]
[SIZE:500]
[SKILL:MACE]
[TWO_HANDED:47500]
[MINIMUM_SIZE:25000]
[MATERIAL_SIZE:4]
[ATTACK:BLUNT:25:200:bash:bashes:NO_SUB:2000] Normal mace is 20 contact area
[ATTACK:BLUNT:25:200:smash:smashes:NO_SUB:2000]
[ATTACK:BLUNT:25:1000:wind up in a powerful motion and crush:winds up in a powerful motion and crushes:NO_SUB:3500] much less intense than some MWDF blunt wind-ups (10000 penetration)
-MISC--------------------------------------------------------------------------------------------------
-An old pitchfork with bent prongs-
[ITEM_WEAPON:ITEM_WEAPON_PITCHFORK_B]
[NAME:pitchfork:pitchforks]
[ADJECTIVE:bent]
[SIZE:400]
[SKILL:SPEAR]
[TWO_HANDED:47500]
[MINIMUM_SIZE:5000]
[MATERIAL_SIZE:3]
[ATTACK:EDGE:20:10000:jab:jabs:NO_SUB:1000]
[ATTACK:EDGE:20:10000:stab:stabs:NO_SUB:1200]
[ATTACK:BLUNT:10000:6000:bash:bashes:shaft:1250]
-An old scythe with a notched blade-
[ITEM_WEAPON:ITEM_WEAPON_SCYTHE_N]
[NAME:scythe:scythes]
[ADJECTIVE:notched]
[SIZE:1000]
[SKILL:SPEAR]
[TWO_HANDED:77500]
[MINIMUM_SIZE:65000]
[MATERIAL_SIZE:6]
[ATTACK:EDGE:80000:1100:tear:tears:notched edge:1500]
[ATTACK:EDGE:80000:1100:slash:slashes:notched edge:1500]
[ATTACK:EDGE:50:5000:jab:jabs:point:1250]
[ATTACK:BLUNT:20000:4000:smack:smacks:shaft:1000]
I don't believe my war dogs gain any exp in fighter.
Possible side effects may include encountering <profession name> dogs in the world's towns.I don't believe my war dogs gain any exp in fighter.Make them [INTELLIGENT] or make it so that they [CAN_LEARN]
[REACTION_CLASS:CREMATION]
[MATERIAL_REACTION_PRODUCT:CREMATION_MAT:CREATURE_MAT:ANIMAL:FAT]
Is it possible to mod in the crematory workshop from the masterworks mod into 40.13, using the raws from 34.11 masterworks mod?Are the reactions attached to the building?
I tried to use the old crematorium workshop from 2010 back in 34.11 but it was a little wonky, dwarves only burned vermin while completely ignoring carcasses and assorted bodyparts.
I managed to implement the building itself, but it doesn't have any reactions, i made all of it's old MWDF reactions permitted within the entity_default.txt under mountain and added the tags:Quote[REACTION_CLASS:CREMATION]
[MATERIAL_REACTION_PRODUCT:CREMATION_MAT:CREATURE_MAT:ANIMAL:FAT]
Into the sinew, nerve, cartilage, hair and feather template in the material_template.txt, i also removed all of the smoke reactions and the scrapwood reaction.
I really don't know what else to do.
I was trying to make a drop from dragons, called large scales, which would be taken to a custom workshop, much like a leather workers, and made into armor as good as iron, but only four times as heavy as leather. Probably best put on markdwarves, but I've ran into a problem: the game won't recognize it. There's nothing in the errorlog about it just camp order missing or something like that. Arena mode has no large scale armor, or scale large which I checked for, in case it showed up backwards. Here are the inorganic and material template sections.The fact that it isn't a metal could be preventing it in arena (wouldn't stop dwarf mode as long as they are usable in a reaction[and the items_x tags for metalsmith workshop); for metalsmith workshop is bars, etc). I am not certain it is the problem however.Spoiler (click to show/hide)Spoiler (click to show/hide)
So what did I do wrong?
[CASTE_COLOR:x:x:x]Well I'm smart.
[CE_MATERIAL_FORCE_MULTIPLIER:MAT_MULT:NONE:NONE:1:2:START:0:END:5000]
[CE_SKILL_ROLL_ADJUST:PERC:5000:PERC_ON:100:START:0:END:5000]
[CE_PHYS_ATT_CHANGE:STRENGTH:5000:1000:AGILITY:5000:0:TOUGHNESS:5000:0:ENDURANCE:5000:0:RECUPERATION:5000:0:DISEASE_RESISTANCE:5000:0:START:0:END:5000]
[CE_MENT_ATT_CHANGE:FOCUS:5000:0:WILLPOWER:5000:0:INTUITION:5000:0:SPATIAL_SENSE:5000:0:KINESTHETIC_SENSE:5000:0:START:0:END:5000]
Hypothetical question, would it be possible to make a breath attack that causes an interaction that turns creatures engulfed in the attack into metal? Like, turn goblins into gold? Or gold ore? Looking at the tokens in the wiki for interactions and syndromes doesn't seem to imply this is possible.The right result, but the wrong method. Breath attack turns engulfed into creature that insta-dies with ITEM_CORPSE tag. Can't add that tag through interactions.
EDIT: Looking at creature tokens, I think I could make a interaction in the breath that adds the [ITEM_CORPSE] tag so that when the creature dies, it leaves behind a non-standard item in place of a corpse, then kill the creature with either the interaction or an additional syndrome.
The right result, but the wrong method. Breath attack turns engulfed into creature that insta-dies with ITEM_CORPSE tag. Can't add that tag through interactions.I realized that tag can't be added after researching it more, yeah. Guess there's no way to make a breath attack that kills creatures and turns them into metal?
Reread the second sentence, it is the way to do it. I'll even explain further.The right result, but the wrong method. Breath attack turns engulfed into creature that insta-dies with ITEM_CORPSE tag. Can't add that tag through interactions.I realized that tag can't be added after researching it more, yeah. Guess there's no way to make a breath attack that kills creatures and turns them into metal?
I don't believe my war dogs gain any exp in fighter.
Make them [INTELLIGENT] or make it so that they [CAN_LEARN]
[CAN_DO_INTERACTION:SEARING_SPEAR]
[CDI:ADV_NAME:Searing Spear]
[CDI:INTERACTION:PROJECTILES]
[CDI:TARGET:A:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:A:15]
[CDI:MAX_TARGET_NUMBER:A:1]
[CDI:VERB:throw a searing spear:throws a searing spear:NA]
[CDI:WAIT_PERIOD:21600]
[INTERACTION:PROJECTILES]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_ITEM]
[IT_AFFECTED_CLASS:GENERAL_POISON]
[I_EFFECT:ADD_SYNDROME]
[SYNDROME]
My interaction seems broken. Could anyone please help me fix it?Perhaps add a [CDI:USAGE_HINT:ATTACK] to it?
[CDI:INTERACTION:PROJECTILES]
My interaction seems broken. Could anyone please help me fix it?Perhaps add a [CDI:USAGE_HINT:ATTACK] to it?
[CDI:INTERACTION:PROJECTILES]
Also a flow type [CDI:FLOW:FIREBALL].Should I add CDI:VERB to my old 2012 stuffs?Spoiler (click to show/hide)
[SPECIAL]? Weird weather uses the tag. Prevents appearance in stockpile menus. Also don't make the material wapon-able or metal?My interaction seems broken. Could anyone please help me fix it?Perhaps add a [CDI:USAGE_HINT:ATTACK] to it?
[CDI:INTERACTION:PROJECTILES]
Also a flow type [CDI:FLOW:FIREBALL].Should I add CDI:VERB to my old 2012 stuffs?Spoiler (click to show/hide)
Thank you - seems like the interaction has to have an effect of some kind. The CDI:VERB isn't really necessary unless you want the game to make an announcement when you use the interaction.
Mostly unrelated question: How would I make sure that adventurers don't start with items made out of specific materials? Currently, I have a few materials that are supposed to be used in interactions only, but my wizard adventurer keeps starting out with them - and seeing as some of them are constantly on fire, that's no good. :c
[SPECIAL]? Weird weather uses the tag. Prevents appearance in stockpile menus. Also don't make the material wapon-able or metal?My interaction seems broken. Could anyone please help me fix it?Perhaps add a [CDI:USAGE_HINT:ATTACK] to it?
[CDI:INTERACTION:PROJECTILES]
Also a flow type [CDI:FLOW:FIREBALL].Should I add CDI:VERB to my old 2012 stuffs?Spoiler (click to show/hide)
Thank you - seems like the interaction has to have an effect of some kind. The CDI:VERB isn't really necessary unless you want the game to make an announcement when you use the interaction.
Mostly unrelated question: How would I make sure that adventurers don't start with items made out of specific materials? Currently, I have a few materials that are supposed to be used in interactions only, but my wizard adventurer keeps starting out with them - and seeing as some of them are constantly on fire, that's no good. :c
Edit: How do I go about creating spells that don't require selecting a target, but automatically target the caster?Make the target SELF_ONLY and remove [IT_MANUAL_INPUT:]. SELF_ONLY makes it only usable on self and removing MANUAL_INPUT makes adventurers unable to finagle it on to someone else.
There's a modding guide over at the wiki
http://dwarffortresswiki.org/index.php/v0.34:Modding_guide
I suggest you start by creating your own creature, preferably using another creature as a base. That's the easiest/most fun form of DF modding.
Hey guys i'm drawing sprites for a mod and i have one question. For the woodcrafting,stoncrafting,metalcrafting and bonecarving labours, do you have to draw a seperate sprite for each or do you draw a generic craftsman sprite, because based on playing the game it seems that i need to draw a generic one.
You're missing a [ in front of the DEEP_SPECIAL tag.Yeah. That's intentional for most, since they aren't meant to show up in hell except for the raw ore. Figured I'd keep the tags in case I wanted to change it but remove the starting bracket so it isn't run by the game.
Arena lets you spawn items...Does it let you spawn a chunk of ore, build a workshop, and try using the reactions?
[FREE_ACTION] is probably messing it up; you want [CDI:FREE_ACTION]Do CDIs take time in this version? It seems all of the ones I mod in are free despite not expliocitly having the Free_Action Token
Can you mod more than on syndrome into a material? Say a buff for one species but a curse for another that will respect their different conditional activations?You can definitely have more than one syndrome on a material, and they will affect the creature (or not) independently. I did one that had one effect on DWARF:MALE (turned it into a male thingie) and a separate one on DWARF:FEMALE (turning it into a female version of the same thingie).[FREE_ACTION] is probably messing it up; you want [CDI:FREE_ACTION]Do CDIs take time in this version? It seems all of the ones I mod in are free despite not expliocitly having the Free_Action Token
Is there a way for a creature to drop an item upon death in addition to producing a corpse? The [ITEMCORPSE] tag replaces the corpse of a dead enemy. I'd like to supplement it.There is the extra butcher object tag, I forget the syntax right now. What it'll do is cause an object to spawn when a specified body part is butchered. No way to spawn both a corpse and object without butchering though, if that is what you are asking.
I'm of the opinion that werecreature bites should work the same way... for now the werebeast appears to be genderless.Going werebeast temporarily stops the birth countdown timer (or it did in 34.11) because of genderlessness. Imagine what would happen if it didn't and it hit 0 on the full moon...
If you do go the way Deathsword mentions you can look up gizzard in the raws for an example.Is there a way for a creature to drop an item upon death in addition to producing a corpse? The [ITEMCORPSE] tag replaces the corpse of a dead enemy. I'd like to supplement it.There is the extra butcher object tag, I forget the syntax right now. What it'll do is cause an object to spawn when a specified body part is butchered. No way to spawn both a corpse and object without butchering though, if that is what you are asking.
Is there a way for a creature to drop an item upon death in addition to producing a corpse? The [ITEMCORPSE] tag replaces the corpse of a dead enemy. I'd like to supplement it.There is the extra butcher object tag, I forget the syntax right now. What it'll do is cause an object to spawn when a specified body part is butchered. No way to spawn both a corpse and object without butchering though, if that is what you are asking.
Sorry for the wall of text. I'd appreciate it if anyone could answer even segments of my post so I can piece things together for myself.To prevent text-walls use 'spoiler=topicname' to condense and categorize.
Also should this stuff go into it's own separate thread? I don't want to keep clogging up this thread with giant posts but neither do I want to create a new thread if it's not particularly necessary.
I'm assuming here the above would even be possible using some type of transformation interaction based on age but I don't know how it works. Can I have "larvae" differentiate into different castes similar to the population ratios with breeding to avoid having to create multiple different "larva" castes for each of the different adult castes? I'm willing to figure that out on my own assuming it's possible but having someone tell me it's possible first would be nice before I attempt to look into it.Big problem is that you can't specify by age. There are possible weird roundabout workarounds, but even thinking about them twists my brain into knots.
The wiki says that a can-do-interaction with no usage hint will be used on any valid target, but that doesn't seem to be the case. Anyone know how to force a creature to use an interaction?Have you tried a longer time frame for having the interactions? 20 is maybe 2 steps. And dwarfs don't always do reactions immediately when they can. If they can they will always do it (eventually). Jack it to 100-200 and adjust the wait_period accordingly.
So if I create this civilization, and the pop ratio for breeding females and males is very low, is there anyway for me ensure that at least two of the starting embark members belong to those castes?If this is for distribution: nothing short of DFHack wizardry, which I lack. (The breeding civ pets idea is workable, might want to fiddle with orientation so you don't occasionally get dud pairings)
If not, I suppose I'd have to find a workaround of some sort like one involving pets or transformations.
Somewhat related; can I make sure the starting population at worldgen has at least one breeding pair.World Gen has changed too much for me to give a definite answer or even a guess.
Thanks, I'll put in some innocuous effect for the syndrome, but I'm really only interested in the interaction-trigger.The wiki says that a can-do-interaction with no usage hint will be used on any valid target, but that doesn't seem to be the case. Anyone know how to force a creature to use an interaction?Have you tried a longer time frame for having the interactions? 20 is maybe 2 steps. And dwarfs don't always do reactions immediately when they can. If they can they will always do it (eventually). Jack it to 100-200 and adjust the wait_period accordingly.
Also, 'Awakening Dolomite' won't apply (because of no effect).
I also found out that modtools/add-syndrome doesn't work for me :(
Also, anyone know the tile value for the Omega symbol used for statues?<looks at his Ironhand-to-ASCII two-layer helper picture> Omega tile is 234.
What's an easy way to make a creature that will die instantly (or almost instantly), and preferably by suffocation?
Got a simple dummy creature made with a simple 1 part body for being used in transformations to turn living creatures into gold statues. The dummy creature is supposed to die and leave behind the gold statue. Problem is, it's not dying.Spoiler: raws (click to show/hide)
I'm not at my machine now, but I was usingI also found out that modtools/add-syndrome doesn't work for me :(
what're you doing?
[SELECT_TISSUE_LAYER:ALL]I might have made a mistake... they're painfully resilient but apparently the "muscle" tissue still exists, as does fat.
[SET_TL_GROUP:BY_TYPE:ALL:BONE]
[SELECT_MATERIAL:BONE]
[TL_VASCULAR:0]
Remove the blood material as well. My 'bonedaddies' just shredded each other, yet are completely alive, though much more resilient to attack.
I might have made a mistake... they're painfully resilient but apparently the "muscle" tissue still exists, as does fat.Do not use [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] or any of the tissue body detail plans when creating 1 material monsters. If you used pisskop's code and the default vertebrate_tissue_layers you will only have given them one extra bone layer everywhere.
Tested my dummy creature in arena with [MAX_AGE:0:0] and it died instantly. So that's one way to do it. Dislike the death report about old age but it will work until I find another way to handle it.
Somewhere I made DF throw a fit - viewing the description of skeletons makes the game freeze up, but only when you're playing as one.Spoiler (click to show/hide)
what does your error log say? I'm surprised that trying to select a material/tissue "BONE" before you set it in the creature [BODY_DETAIL_PLAN:STANDARD_MATERIALS/TISSUES] I also don't see where you apply any of the tissues, other than the nails.He's making a (nearly) all bone creature so other probably tissues won't be applied.
Somewhere I made DF throw a fit - viewing the description of skeletons makes the game freeze up, but only when you're playing as one.The order things are referenced in the raws do matter. So move the bone selection and placement below the body and tissue lines (you are currently selecting a tissue that doesn't yet exist to fill in a body that is not yet specified to the game).Spoiler (click to show/hide)
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:FINGER:NAIL:FRONT]
[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]
After some reorganization, it no longer crashes. Checking the error log, it says something about there being no material thickness still.Replace Pisskop's code with this:
[TISSUE_LAYER:BY_CATEGORY:ALL:BONE]
[SELECT_TISSUE_LAYER:ALL]
[TL_VASCULAR:0]
I've actually tested in the arena. It works. Is all bone all the time. :P
Me thinks he and pisskop meant to use [TISSUE_LAYER:BY_CATEGORY:ALL:BONE] as it is meant to be fully made of bone.That is what I have been saying the whole time, but trying to explain the error of his ways so he knows what to do next time.
[PREFSTRING:visible bones]
[BODY:HUMANOID_NECK:HUMANOID_JOINTS:NECK:SPINE:SKULL:MOUTH:5FINGERS:5TOES:TEETH:RIBCAGE]
[USE_MATERIAL_TEMPLATE:BONE:BONE_TEMPLATE] -- Add only bone
[USE_TISSUE_TEMPLATE:BONE:BONE_TEMPLATE] -- Bone tissue only uses BONE material by default
[SELECT_TISSUE_LAYER:ALL] -- Your vascular change
[SET_TL_GROUP:BY_TYPE:ALL:BONE]
[TL_VASCULAR:0]
[TISSUE_LAYER:BY_CATEGORY:ALL:BONE] -- apply bone to all parts
[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE] -- add nails over the bone and front of fingers and toes
[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:FINGER:NAIL:FRONT]
[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]
Can I copy/paste custom 34.11 creatures into 40.XX? Are there any crucial changes I need to make?
Gaits, no, but for the rest, yes.What happens if no GAIT is defined at all? That might answer this question from earlier...
So I've noticed something upsetting about the [IMMOBILE] tag. Namely, creatures who have it won't move, just as intended, but they also won't take any sort of offensive action whatsoever. They're completely passive no matter the circumstances, happily taking all manner of abuse despite a plethora of available attacks which are fully usable when under direct player control.
My question is, does anybody have any workarounds? To either make a creature with [IMMOBILE] attack or to render a creature immobile by some other means? I use these sorts of turret-like creatures in my mod, and this new kink in DF2014 is the only thing keeping me from porting it.
What is the upper limit for the [BODY_SIZE] token?Don't think there is a limit, as far as I know.
For some reason, despite putting what you (very helpful) people showed me, losing fingers/toes and possibly other body parts results in the creature bleeding a material that isn't there at all; bleeding vacuum, I suppose. It's not related only to nails, since slicing off the foot of a skeleton causes said vacuum to leak out. It seems to be inconsequential, but it adds unnecessary detail. I may or may not have done something wrong.Have you noticed any puddles of said vacuum or is it that it says the creature is bleeding? If a tissue has any vascular value and is damaged beyond bruising it 'bleeds' an amount based on vascular value. If vascular value is 0, it doesn't bleed but still displays the status. (Based on extensive shenanigans in 34.x).
I also assume skeletons being horribly weak to dragonfire being intended, given that they're solid bone with no homeotherm?
[TISSUE:BONE]
[TISSUE_NAME:bone:NP] Whether it has a plural depends on exact part
[STRUCTURAL]
[CONNECTIVE_TISSUE_ANCHOR]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:BONE]
[RELATIVE_THICKNESS:2]
[HEALING_RATE:1000]
VASCULAR:3 -----removing brackets is a method of commenting out a token
[PAIN_RECEPTORS:50]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[SETTABLE]
[SPLINTABLE]
Also note that nails do not have a vascular token normally which is why having your nails smashed in vanilla doesn't cause bleeding. Also, dragonfire is the bane of existence to everything that isn't [FIREIMMUNE_SUPER]. Even creatures that are fixed at a certain temperature aren't immune.What is the upper limit for the [BODY_SIZE] token?Don't think there is a limit, as far as I know.
If this link (http://www.bay12forums.com/smf/index.php?topic=139411.msg5377167#msg5377167) is accurate, the max size for raw creatures is 100,000,000. 2,147,483,647 is a limit that comes from variable types. (((2^32)/2)-1)
Also, body size is a volume - it is in cm^3. For standard material creatures, you can sort of substitute weight (grams).
I now know more than I did before. I stand corrected.What is the upper limit for the [BODY_SIZE] token?Don't think there is a limit, as far as I know.If this link (http://www.bay12forums.com/smf/index.php?topic=139411.msg5377167#msg5377167) is accurate, the max size for raw creatures is 100,000,000. 2,147,483,647 is a limit that comes from variable types. (((2^32)/2)-1)
Also, body size is a volume - it is in cm^3. For standard material creatures, you can sort of substitute weight (grams).
http://www.bay12forums.com/smf/index.php?board=29.0Actually it's not that incompatible. I've seen people using and reporting some bugs that mifki later fixed (very impresive i might add). Though i'm a bit out of the loop lately.
Anyway, Rendermax, last I checked, is mutually incompatible with TWBT, so the opposite of reliant. That may have changed. Rendermax itself has some light sources. Toady could do it, but I don't exactly know why.
I suspected that about dragonfire - Fallens and Risens only survive because they're 1. solid metal and 2. [FIREIMMUNE_SUPER].For some reason, despite putting what you (very helpful) people showed me, losing fingers/toes and possibly other body parts results in the creature bleeding a material that isn't there at all; bleeding vacuum, I suppose. It's not related only to nails, since slicing off the foot of a skeleton causes said vacuum to leak out. It seems to be inconsequential, but it adds unnecessary detail. I may or may not have done something wrong.Have you noticed any puddles of said vacuum or is it that it says the creature is bleeding? If a tissue has any vascular value and is damaged beyond bruising it 'bleeds' an amount based on vascular value. If vascular value is 0, it doesn't bleed but still displays the status. (Based on extensive shenanigans in 34.x).
I also assume skeletons being horribly weak to dragonfire being intended, given that they're solid bone with no homeotherm?
The way to disable this is to fully redefine the tissue without the vascular token.Code: [Select][TISSUE:BONE]
Also note that nails do not have a vascular token normally which is why having your nails smashed in vanilla doesn't cause bleeding. Also, dragonfire is the bane of existence to everything that isn't [FIREIMMUNE_SUPER]. Even creatures that are fixed at a certain temperature aren't immune.
[TISSUE_NAME:bone:NP] Whether it has a plural depends on exact part
[STRUCTURAL]
[CONNECTIVE_TISSUE_ANCHOR]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:BONE]
[RELATIVE_THICKNESS:2]
[HEALING_RATE:1000]
VASCULAR:3 -----removing brackets is a method of commenting out a token
[PAIN_RECEPTORS:50]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[SETTABLE]
[SPLINTABLE]
I believe that is caused by [MISCHIEVOUS], though [NATURAL_SKILL:SNEAK:x] would help them sneak around undetected.Pity. I was hoping for ninja keas. I wonder what happens if a creature has both the [CURIOUSBEAST_ITEM] and [MISCHIEVOUS] tags...
Most likely?I believe that is caused by [MISCHIEVOUS], though [NATURAL_SKILL:SNEAK:x] would help them sneak around undetected.Pity. I was hoping for ninja keas. I wonder what happens if a creature has both the [CURIOUSBEAST_ITEM] and [MISCHIEVOUS] tags...
that was incredibly fast. Thanks, and sorry for making such a dumb mistake. OFF TO THE ARENA[IS_GUESS]
edit: for some odd reason the blood disappears after the creature dies?
except in the pictures, some spatterings stayed....? this is confusing.Spoiler (click to show/hide)
here are the rawsSpoiler (click to show/hide)
that was incredibly fast. Thanks, and sorry for making such a dumb mistake. OFF TO THE ARENA[IS_GUESS]
edit: for some odd reason the blood disappears after the creature dies?
except in the pictures, some spatterings stayed....? this is confusing.Spoiler (click to show/hide)
here are the rawsSpoiler (click to show/hide)
The game probably just doesn't know how to handle the puddles of wax drying/cooling into a solid and instead evaporates/unmakes it. The spatterings might have stayed because you can have spatterings of powders, while there probably isn't an equivalent for puddles.
Would a painting mod be possible? I would like to paint my dwarve's walls and furniture different colors.Make a stockpile of certain colour rock, and mason workshop next to it. Get desired-colour stone furniture.
Would a painting mod be possible? I would like to paint my dwarve's walls and furniture different colors.Make a stockpile of certain colour rock, and mason workshop next to it. Get desired-colour stone furniture.
Also build stone walls and floors out of favorite colour rock.
I've done that. Certain coloured rocks are rather rare though, like petrified wood (orange). I might just mod in farmable plants that become coloured rocks when processed.
Just use SCALE:FAT:MUSCLE:BONE:CARTILAGE. With scale, your horses won't need skin. This won't remove hooves, either, their tissue and material are added separately. For completeness's sake, add:
[REMOVE_MATERIAL:SKIN]
[REMOVE_MATERIAL:LEATHER]
after [BODY_DETAIL_PLAN:STANDARD_MATERIALS] and:
[REMOVE_TISSUE:SKIN]
after [BODY_DETAIL_PLAN:STANDARD_TISSUES] .
Excuse me just asking, is it possible for hunters to hunt with weapons that use the bowman skill rather than the crossbowman skill?
[REACTION:CRAFT_BONE_HIVE]
[NAME:craft bone hive]
[BUILDING:FURNITURE_WORKSHOP:CUSTOM_ALT_H]
[REAGENT:bones:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][ANY_BONE_MATERIAL]
[PRODUCT:100:1:TOOL:ITEM_TOOL_HIVE:GET_MATERIAL_FROM_REAGENT:bones:NONE]
[SKILL:BONECARVE]
Does [IMMOLATE] burn stone or wooden objects the creature moves over? I want to make a phoenix, six winged, fireball and firejet breathing, land burning, flying terrors. I'm just wondering if [IMMOLATE] would make flames appear underground on stone. Say I'd caught a phoenix in a metal cage trap, and brought it inside, would it be setting fire to stuff?Yeah IMMOLATE will burn "items" but maybe not workshop corners / pumps / doors / furniture(cages). One needs to experiment.
[REACTION:MAKE_CERAMIC_JAVELIN]
[NAME:make ceramic tipped javelins (10)]
[BUILDING:KILN:CUSTOM_J]
[REAGENT:clay:1:BOULDER:NONE:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:FIRED_MAT]
[PRODUCT:100:10:AMMO:ITEM_AMMO_JAVELINS:NONE:GET_MATERIAL_FROM_REAGENT:clay:FIRED_MAT]
[FUEL]
[SKILL:POTTERY]
There is no relation in the game's logic between those two things. The first means that the fruit contains seeds, the second means that using the fruit in a reaction that generates seeds will make seeds. The first one doesn't cause that.So the first one produces seeds from eating the raw fruit?
There is no relation in the game's logic between those two things. The first means that the fruit contains seeds, the second means that using the fruit in a reaction that generates seeds will make seeds. The first one doesn't cause that.
There is no relation in the game's logic between those two things. The first means that the fruit contains seeds, the second means that using the fruit in a reaction that generates seeds will make seeds. The first one doesn't cause that.
Plump helmets only have the [MATERIAL_REACTION_PRODUCT] tag. Why do they give seeds when eaten?
This isn't currently possible. Emotion-based usage hints for interactions are on Toady's radar (http://www.bay12forums.com/smf/index.php?topic=100851.msg5044807;topicseen#msg5044807), however. You could have a creature secrete a material when undergoing extreme emotion (http://dwarffortresswiki.org/index.php/DF2014:Creature_token#SECRETION) with a contact syndrome applying the interaction, but that is any extreme emotion.
So you're saying it should be [USE_MATERIAL_TEMPLATE:WOOD:USE_PLANT_MAT:WOOD] or just [USE_PLANT_MAT:WOOD] (or something along these lines)?
Hmm. Looking at the plump helmet man raws. It uses [USE_MATERIAL_TEMPLATE:PH_TISSUE:STRUCTURAL_PLANT_TEMPLATE]. STRUCTURAL_PLANT_TEMPLATE is in the same .txt file as the wood template. Guess I could just use the same syntax.
If [USE_MATERIAL_TEMPLATE:(insert whatever name here, probably WOOD):WOOD] doesn't work I'll probably come back.
[TISSUE:BRONZE]
[TISSUE_NAME:bronze:bronze]
[TISSUE_MATERIAL:INORGANIC:BRONZE]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
would become [TISSUE:BRONZE]
[TISSUE_NAME:bronze:bronze]
[TISSUE_MATERIAL:PLANT_MAT:OAK:WOOD]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:WOOD]
Additionally, how would I set it up so that elves could use these creatures in sieges?If you mean like goblins and trolls it'll probably require them to allow slavery. If elf skirmishers/attacks actually do bring animals this version just make them PET or PET_EXOTIC.
Don't know if this is the right place to ask, but can anyone give me an example of a custom reaction?
Preferably one that tans skins and gives you leather? I'm a dabbling modder, but I only understand how to change civs and stuff.
[REACTION:TAN_A_HIDE]
[NAME:tan a hide]
[BUILDING:TANNER:CUSTOM_T]
[REAGENT:A:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][UNROTTEN]
[HAS_MATERIAL_REACTION_PRODUCT:TAN_MAT]
In the product, if you want to use the reagent's material itself, use NONE instead of a reaction product class (TAN_MAT in this example).
[PRODUCT:100:1:SKIN_TANNED:NONE:GET_MATERIAL_FROM_REAGENT:A:TAN_MAT]
[SKILL:TANNER]
[AUTOMATIC]
[REACTION:TAN_A_HIDE] <- Reaction RAW name. Doesn't show up in-game
[NAME:tan a hide] <- In-game name
[BUILDING:TANNER:CUSTOM_T] <- Which building to use
[REAGENT:A:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][UNROTTEN] <- Specifies what can be used as a reagent.
[HAS_MATERIAL_REACTION_PRODUCT:TAN_MAT] | In this case, it uses 1 unit of anything that has is a body component,
| isn't rotten and has the MATERIAL_REACTION_PRODUCT tag with the value TAN_MAT.
| The vanilla material template SKIN_TEMPLATE has this tag with the specified value, so essentially any vanilla skins
| (and any modded skins that use the SKIN_TEMPLATE) will be tannable.
| It's still restricted by hard-coded stuff such as sentient creatures being unbutcherable afaik.
[PRODUCT:100:1:SKIN_TANNED:NONE:GET_MATERIAL_FROM_REAGENT:A:TAN_MAT] <- The product. In this case, it has a 100% chance of creating 1 tanned skin, with some data from the reagent.
[SKILL:TANNER] <- Skill used
[AUTOMATIC] <- I believe this means you don't have to assign the jobs manually, jobs will be assigned automatically.
Thanks, but the reactions I want are for Adventure Mode. (Crafting, making bolts, or even making my own guns if I get good enough)
reaction_adv
[OBJECT:REACTION]
[REACTION:ADV_TAN_A_HIDE]
[ADVENTURE_MODE_ENABLED]
[NAME:tan a hide]
[REAGENT:A:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][UNROTTEN]
[HAS_MATERIAL_REACTION_PRODUCT:TAN_MAT]
[REAGENT:B:1:WEAPON:ITEM_WEAPON_DAGGER_LARGE:NONE:NONE:NONE][PRESERVE_REAGENT]
[PRODUCT:100:1:SKIN_TANNED:NONE:GET_MATERIAL_FROM_REAGENT:A:TAN_MAT]
[SKILL:TANNER]
Thanks! I should be able to learn enough from this. Quick question, though, what's tan_mat do?
Tested the reaction by attempting to kill a bowman to use his skin for leather. I got six arrows in the chest, one in the arm, and died. And right above my death line was "Greetings En. Long live the cause!"
!!!SCIENCE!!! Fail
And the tan skin "create" option didn't show up at all, not like the make sharp rock thing which is always there. I did ^ just to see if the option only appeared if the reagents were present in my inventory. I'll assume it doesn't.
reaction_adv
[OBJECT:REACTION]
at the top is required unless you put it into an already existing file. The line at the top can be modified, but it has to match the name of the file, minus the .txt extension.Would changing MATERIAL_REACTION_PRODUCT to NONE be all I needed to do to simply the leather system? Does that also remove dwarfs preferences for certain types of leather?
Leather is actually a part of a creature's anatomy. It's part of the STANDARD_MATERIALS package which has the skin, the bone, the meat, the eyes, the whole lot. Even if there's no reasonable way to get it, it doesn't stop them from adoring the leather of gibbons and turkeys. You could make the reaction put out weird no-material TANNED_HIDE items, but I'm fairly confident that the stock leatherworking reactions would throw a fit at the sight of those.I haven't looked at how Masterwork did this, though I thought you could just replace this line in the SKIN_TEMPLATE
Leather doesn't really exist as a generic concept. All leather is xyz leather. The way Masterwork did it was to make a non-existent dummy animal "whose" leather (free of all prefixes, of course) all tanned hides turned into. I don't know if there are better ways, Meph has probably bashed his head into plenty of walls before coming to that solution.
Leather is actually a part of a creature's anatomy. It's part of the STANDARD_MATERIALS package which has the skin, the bone, the meat, the eyes, the whole lot. Even if there's no reasonable way to get it, it doesn't stop them from adoring the leather of gibbons and turkeys. You could make the reaction put out weird no-material TANNED_HIDE items, but I'm fairly confident that the stock leatherworking reactions would throw a fit at the sight of those.
Leather doesn't really exist as a generic concept. All leather is xyz leather. The way Masterwork did it was to make a non-existent dummy animal "whose" leather (free of all prefixes, of course) all tanned hides turned into. I don't know if there are better ways, Meph has probably bashed his head into plenty of walls before coming to that solution.
... Stuff about inorganic materials and stuff ...
I should really be studying for tomorrow's test, butAnd yet that online-now indicator is still on... :)
*SHOULD* be studying ;)I should really be studying for tomorrow's test, butAnd yet that online-now indicator is still on... :)
There is no reaction_adv and which file you put it in does not matter.Oh. Well it works now. I just copy-pasted theDorf's exact words and it worked just fine. I don't know what I did wrong, though.
There is no reaction_adv and which file you put it in does not matter.Oh. Well it works now. I just copy-pasted theDorf's exact words and it worked just fine. I don't know what I did wrong, though.
What do I have to change to improve the quality of the products that come out? Like finely-crafted helms and stuff.
So, is it possible to make a sling that uses 'sharp rocks [created from adventure mode]'?Nope and Nope.
I assume that if it is and I enable npcs to make them (kobolds) than they will spawn with that heaviest of ammo and use it?
Okay, thanks Putnam, now i only need to set tissue thickness.
How do i do that?
errorlogSpoiler (click to show/hide)
[USE_MATERIAL_TEMPLATE:IVORY:TOOTH_TEMPLATE]
[USE_TISSUE_TEMPLATE:IVORY:IVORY_TEMPLATE]
I would recommend making all of the BODY assignments first, then doing all of the tissue stuff. Adding a new bodypart after the tissues were assigned will leave that new bodypart "naked." Something like
header stuff like tile, biome, description, etc.
generic BODY stuff
declare all castes, including only additional BODY tokens (and empty otherwise)
select all castes
do your materials and tissues
do anything that applies to all castes
break out into specific castes again as needed (assigning genders, etc.)
This isn't strictly necessary in your case because the tusk materials are straightforward... it's more of a best practice.
don't use "METAL", it's simply an allowed alias for inorganic, not a valid subtype or argument.Hmm, okay, but aren't there non-metal bars? How would I specify "only metal bars"? Or are the non-metal bars not considered 'bars"?
[REAGENT:A:150:BAR:NONE:INORGANIC:NONE]
A = arbitrary name for this reagent
150 = quantity (150 happens to be the size of a single normal bar in DF units)
BAR:NONE = item token for a bar
INORGANIC:NONE = material token for "any inorganic material"
Hello I'm trying to use the display name syndrome token but for some reason it isn't working. What am I doing wrong? The syndrome itself is fine though.Spoiler (click to show/hide)
You specify "metal," in the sense that DF understands it, by using INORGANIC. INORGANIC and METAL mean the same thing.Ahhhhhhhhh, I see! My Dwarfliness increases! Thank you very much. :)
Coal, ash, pearlash, potash, and a number of other things that come in bars are *not* inorganic
I don't think anything like that exists, as having every single possible tag and removing what you don't want would probably double the time on modding creatures.
Is there a way to change ranged weapon damage? So far, the only thing I've found is the SHOOT_FORCE thing which (I think) only affects how likely the target is to be "propelled away by the force of the blow". There's also SHOOT_MAXVEL. I don't think it does anything except reduce the time it takes for the projectile to hit its target.
Since there's no way to reduce fire time I'll just give all ranged weapons absurdly high damage to make up for it.
Is there a way to change ranged weapon damage? So far, the only thing I've found is the SHOOT_FORCE thing which (I think) only affects how likely the target is to be "propelled away by the force of the blow". There's also SHOOT_MAXVEL. I don't think it does anything except reduce the time it takes for the projectile to hit its target.
Since there's no way to reduce fire time I'll just give all ranged weapons absurdly high damage to make up for it.
Define "damage". The crossbow's stats define how hard it slings the bolts (heavier ones going slower, lighter ones going faster up to the MAXVEL cap). The bolt's stats define the wounds it makes.
Hike the SHOOTFORCE and MAXVEL into immense numbers, that'll do the trick.
Is there a way to meddle with the new emotions system?
new/changed keys
CIVZONE_DUMP g -> d
CIVZONE_GATHER g
CIVZONE_GATHER_OPTIONS G
CIVZONE_GATHER_OPTIONS_PICK_TREES t
CIVZONE_GATHER_OPTIONS_PICK_SHRUBS s
CIVZONE_GATHER_OPTIONS_GATHER_FALLEN f
creatures
retired LIKES_FIGHTING, though it shouldn't give an error for the time being
item_tool
added stepladder
entity_default
added stepladder tool to MOUNTAIN
Hey, new to the modding thing. How do I make my smiths produce foreign weapons? (Whips, mauls, longswords, etc)
Since siege engines can't really be modded, would making a ranged weapon that weighs a lot be a good way to simulate emplacements (machine guns, etc)?
>> go straight through whatever body part it hit
try high force weapon, very small (~5) contact area edged attack ammo. i *think* that the ammo penetration stat on the ammo's attack matters too.
max_vel is less important than force, max_vel only puts a cap on the speed of lightweight (wood/bone) projectiles. the force stat governs projectiles with any substantial mass. read wiki for details.
>> Insta-headshots, stuff like that.
high force, large SIZE, small (~5 to 20) contact area ammo
>> only made enemies get "propelled away by the force of the blow"
The shot has a chance to penetrate armor. Or both, or neither. "Only" propelling away by the force of the blow means you have plenty of force and probably need a better (material, size, attack stats) projectile.
>> Oh, and how to make them more accurate.
skilled dwarf
>> EDIT: And how to make them burn the tile they hit! Or explode in a pool of acid! Or magma! Or just explode! I really need to sleep.
It is possible using raw-only modding to put some basic syndromes on the arrow, but to have the kind of effects you're imagining you'll have to use DFHack. There are scripts to do the things you want (see ItemSyndrome and ProjectileExpansion), but I don't know the status for DF2014.
[SELECT_MATERIAL:HAIR]
[STATE_NAME:ALL_SOLID:wool]
[STATE_ADJ:ALL_SOLID:wool]
[YARN]
Oh, right. And what do I type into the entity_default file?
...Ugh... I don't know how to do that.... :'( I'll give away a free *steel spear* to whoever can do that for me.Look at the materials you want (iron and steel are in inorganic_metal), copy the whole entry except for the template bit, and paste under the select_material doohicky.
EDIT: WAAAAIT... So my purgatory wolf is already biting through iron armour with normal teeth any claws? Hell yeah! Can't wait to see it with steel claws and teeth, plus iron bones.
Could I get the generated raws for a werewolf(not just any werebeast, a werewolf, silver weakness not necessary)?Unless someone has one just laying around you're going to need to gen a world with you init.txt having [COMPRESSED_SAVES:NO] and no bogeymen/night creatures and high werebeast curse types (advanced gen, pick a world size, 'e'dit, scoll just past megabeasts and titans). Then there will be a big-arse file with the raws of every generated thing. Open it with a text editor and search NIGHT_CREATURE or wolf.
I can't get a legible RAW for a werewolf from the DAT file.Could I get the generated raws for a werewolf(not just any werebeast, a werewolf, silver weakness not necessary)?Unless someone has one just laying around you're going to need to gen a world with you init.txt having [COMPRESSED_SAVES:NO] and no bogeymen/night creatures and high werebeast curse types (advanced gen, pick a world size, 'e'dit, scoll just past megabeasts and titans). Then there will be a big-arse file with the raws of every generated thing. Open it with a text editor and search NIGHT_CREATURE or wolf.
If there are no night trolls or bogeymen the NIGHT_CREATURE entries will strictly be werebeasts. If you have the other two they will appear in the order of Night Trolls > Bogeys > Werebeasts.
If you can't be arsed you could go here (http://www.bay12forums.com/smf/index.php?topic=101264.msg3000472#msg3000472) and get that werewolf which is almost a carbon copy of the werewolves before interactions rolled in. Don't know if generated werewolves are anything like that though.
Happy Hunting :)
I can't get a legible RAW for a werewolf from the DAT file.The .dat file is extremely messy, with bits text editors can't properly parse. Not every world also generates the same werebeasts. But guess whose lucky day it is, after seeing this post I now have one just laying around.
[CREATURE:NIGHT_CREATURE_34]
[NAME:werewolf:werewolfs:werewolf]
[CASTE_NAME:werewolf:werewolfs:werewolf]
[GENERATED]---You should get rid of this
[ATTACK_TRIGGER:20:0:0]
[NIGHT_CREATURE_HUNTER]
[CAN_LEARN][CAN_SPEAK]
[NO_GENDER][BONECARN][CRAZED]
[PHYS_ATT_RANGE:STRENGTH:1000:1150:1250:1500:2000:2250:2500]
[PHYS_ATT_RANGE:AGILITY:1000:1150:1250:1500:2000:2250:2500]
[PHYS_ATT_RANGE:TOUGHNESS:850:900:950:1000:1050:1100:1150]
[PHYS_ATT_RANGE:ENDURANCE:850:900:950:1000:1050:1100:1150]
[PHYS_ATT_RANGE:RECUPERATION:450:1050:1150:1250:1350:1550:2250]
[PHYS_ATT_RANGE:DISEASE_RESISTANCE:700:1300:1400:1500:1600:1800:2500]
[MENT_ATT_RANGE:ANALYTICAL_ABILITY:1250:1500:1750:2000:2500:3000:5000]
[MENT_ATT_RANGE:FOCUS:1250:1500:1750:2000:2500:3000:5000]
[MENT_ATT_RANGE:WILLPOWER:1250:1500:1750:2000:2500:3000:5000]
[MENT_ATT_RANGE:PATIENCE:0:333:666:1000:2333:3666:5000]
[MENT_ATT_RANGE:MEMORY:1250:1500:1750:2000:2500:3000:5000]
[MENT_ATT_RANGE:LINGUISTIC_ABILITY:450:1050:1150:1250:1350:1550:2250]
[MENT_ATT_RANGE:MUSICALITY:0:333:666:1000:2333:3666:5000]
[MENT_ATT_RANGE:SOCIAL_AWARENESS:700:1300:1400:1500:1600:1800:2500]
[PERSONALITY:BASHFUL:0:0:0]
[PERSONALITY:STRESS_VULNERABILITY:0:0:0]
[PERSONALITY:FRIENDLINESS:0:0:0]
[PERSONALITY:DISDAIN_ADVICE:100:100:100]
[PERSONALITY:CHEER_PROPENSITY:0:0:0]
[PERSONALITY:GRATITUDE:0:0:0]
[PERSONALITY:TRUST:0:0:0]
[PERSONALITY:ALTRUISM:0:0:0]
[PERSONALITY:CRUELTY:100:100:100]
[NATURAL_SKILL:WRESTLING:6][NATURAL_SKILL:BITE:6][NATURAL_SKILL:GRASP_STRIKE:6][NATURAL_SKILL:STANCE_STRIKE:6][NATURAL_SKILL:MELEE_COMBAT:6]
[NATURAL_SKILL:DODGING:6][NATURAL_SKILL:SITUATIONAL_AWARENESS:6][NATURAL_SKILL:SNEAK:20]
[DIFFICULTY:1][LAIR:SIMPLE_BURROW:50]
[NO_DRINK][NO_EAT][NO_SLEEP]
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[LARGE_PREDATOR][EVIL][SUPERNATURAL][FANCIFUL][AMPHIBIOUS][PETVALUE:2000]
[GRASSTRAMPLE:20][BUILDINGDESTROYER:2][ALL_ACTIVE][SWIMS_INNATE]
[TRAPAVOID][NOPAIN][NOSTUN][NONAUSEA][NOFEAR][NOEXERT][NO_DIZZINESS][NO_FEVERS]
[MATERIAL_FORCE_MULTIPLIER:INORGANIC:STEEL:10:1][GENERAL_MATERIAL_FORCE_MULTIPLIER:1:2][LARGE_PREDATOR]
[SPHERE:ANIMALS][SPHERE:CHAOS][SPHERE:MOON][SPHERE:NIGHT]
[BODY_SIZE:0:0:100000][CREATURE_TILE:165]
[BODY:RCP_UPPER_BODY:RCP_LOWER_BODY:RCP_NECK:RCP_HEAD:RCP_TWO_PART_ARMS:RCP_TWO_PART_LEGS:RCP_TAIL:RCP_4_FINGERS:RCP_4_TOES:RCP_2_EYES:RCP_NOSE:RCP_CHEEKS:RCP_LUNGS:RCP_HEART:RCP_GUTS:RCP_THROAT:RCP_SPINE:RCP_UPPER_SPINE:RCP_BRAIN:RCP_SKULL:RCP_MOUTH:RCP_TONGUE:RCP_TEETH:RCP_RIBS:RCP_2_EYELIDS]
[BODYGLOSS:RCP_GLOSS_PAW]
[CANOPENDOORS][EQUIPS]
[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]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES][NOBREATHE][HOMEOTHERM:10040]
[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]
[SELECT_MATERIAL:HAIR]
[STATE_COLOR:ALL_SOLID:RAW_UMBER]
[NO_UNIT_TYPE_COLOR][COLOR:6:0:0]
[SELECT_MATERIAL:EYE]
[STATE_COLOR:ALL_SOLID:LIME]
[GLOWTILE:'"'][GLOWCOLOR:6:0:1]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART][PLUS_TISSUE_LAYER:SCALE:BY_CATEGORY:THROAT]---Dafuq, there are no scales; Toady your generator is a little borked!
[TL_MAJOR_ARTERIES]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[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]
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:punch:punches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:2:2]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:2:2]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_BAD_MULTIATTACK]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:2:2]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_CANLATCH]
[SPECIALATTACK_INTERACTION:DEITY_CURSE_WEREBEAST_34_BITE]
[ATTACK:FSCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:ALL:CLAW]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:scratch:scratches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:2:2]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[ATTACK:TSCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:CLAW]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:scratch:scratches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:2:2]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_BAD_MULTIATTACK]
[GAIT:SWIM:Maximum Swim Speed:725:10:3:2175:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]
[GAIT:SWIM:Faster Swim:1450:5:3:2175:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]
[GAIT:SWIM:Fast Swim:2175:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]
[GAIT:SWIM:Swim:2900:NO_BUILD_UP:0]( [GAIT:SWIM:Slow Swim:3900:NO_BUILD_UP:0]
[GAIT:SWIM:Creeping Swim:5900:NO_BUILD_UP:0]
[GAIT:WALK:Sprint:212:10:3:637:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]
[GAIT:WALK:Run:425:5:3:637:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]
[GAIT:WALK:Jog:637:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]
[GAIT:WALK:Walk:850:NO_BUILD_UP:0]% [GAIT:WALK:Stroll:1800:NO_BUILD_UP:0]
[GAIT:WALK:Creep:2750:NO_BUILD_UP:0]S [GAIT:CRAWL:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]
[GAIT:CRAWL:Faster Crawl:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]
[GAIT:CRAWL:Fast Crawl:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]
[GAIT:CRAWL:Crawl:900:NO_BUILD_UP:0]
[GAIT:CRAWL:Slow Crawl:1900:NO_BUILD_UP:0]
[GAIT:CRAWL:Creep:2900:NO_BUILD_UP:0]
[GAIT:CLIMB:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]
[GAIT:CLIMB:Faster Climb:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]
[GAIT:CLIMB:Fast Climb:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]
[GAIT:CLIMB:Climb:900:NO_BUILD_UP:0]
[GAIT:CLIMB:Slow Climb:1900:NO_BUILD_UP:0]
[GAIT:CLIMB:Creep:2900:NO_BUILD_UP:0]
[DESCRIPTION:A large wolf twisted into humanoid form. It is crazed for blood and flesh. Its eyes glow lime. Its raw umber hair is long and straight. Now you will know why you fear the night.]
It's all in generated order but with more format, spacing, and general readability. I'll likely never do something like this for you again and it's even less likely if you ask. So enjoy your freebie.
The worst part is, you posted this after I got a functional RAW. But thanks for getting me something that can be edited without total confusion and I like not having fucsia eyes. Now let the furry apocalypse begin!I can't get a legible RAW for a werewolf from the DAT file.The .dat file is extremely messy, with bits text editors can't properly parse. Not every world also generates the same werebeasts. But guess whose lucky day it is, after seeing this post I now have one just laying around.And it can be yours for the low cost ofCode: (Generated Werewolf) [Select][CREATURE:NIGHT_CREATURE_34]
It's all in generated order but with more format, spacing, and general readability. I'll likely never do something like this for you again and it's even less likely if you ask. So enjoy your freebie.
[NAME:werewolf:werewolfs:werewolf]
[CASTE_NAME:werewolf:werewolfs:werewolf]
[GENERATED]---You should get rid of this
[ATTACK_TRIGGER:20:0:0]
[NIGHT_CREATURE_HUNTER]
[CAN_LEARN][CAN_SPEAK]
[NO_GENDER][BONECARN][CRAZED]
[PHYS_ATT_RANGE:STRENGTH:1000:1150:1250:1500:2000:2250:2500]
[PHYS_ATT_RANGE:AGILITY:1000:1150:1250:1500:2000:2250:2500]
[PHYS_ATT_RANGE:TOUGHNESS:850:900:950:1000:1050:1100:1150]
[PHYS_ATT_RANGE:ENDURANCE:850:900:950:1000:1050:1100:1150]
[PHYS_ATT_RANGE:RECUPERATION:450:1050:1150:1250:1350:1550:2250]
[PHYS_ATT_RANGE:DISEASE_RESISTANCE:700:1300:1400:1500:1600:1800:2500]
[MENT_ATT_RANGE:ANALYTICAL_ABILITY:1250:1500:1750:2000:2500:3000:5000]
[MENT_ATT_RANGE:FOCUS:1250:1500:1750:2000:2500:3000:5000]
[MENT_ATT_RANGE:WILLPOWER:1250:1500:1750:2000:2500:3000:5000]
[MENT_ATT_RANGE:PATIENCE:0:333:666:1000:2333:3666:5000]
[MENT_ATT_RANGE:MEMORY:1250:1500:1750:2000:2500:3000:5000]
[MENT_ATT_RANGE:LINGUISTIC_ABILITY:450:1050:1150:1250:1350:1550:2250]
[MENT_ATT_RANGE:MUSICALITY:0:333:666:1000:2333:3666:5000]
[MENT_ATT_RANGE:SOCIAL_AWARENESS:700:1300:1400:1500:1600:1800:2500]
[PERSONALITY:BASHFUL:0:0:0]
[PERSONALITY:STRESS_VULNERABILITY:0:0:0]
[PERSONALITY:FRIENDLINESS:0:0:0]
[PERSONALITY:DISDAIN_ADVICE:100:100:100]
[PERSONALITY:CHEER_PROPENSITY:0:0:0]
[PERSONALITY:GRATITUDE:0:0:0]
[PERSONALITY:TRUST:0:0:0]
[PERSONALITY:ALTRUISM:0:0:0]
[PERSONALITY:CRUELTY:100:100:100]
[NATURAL_SKILL:WRESTLING:6][NATURAL_SKILL:BITE:6][NATURAL_SKILL:GRASP_STRIKE:6][NATURAL_SKILL:STANCE_STRIKE:6][NATURAL_SKILL:MELEE_COMBAT:6]
[NATURAL_SKILL:DODGING:6][NATURAL_SKILL:SITUATIONAL_AWARENESS:6][NATURAL_SKILL:SNEAK:20]
[DIFFICULTY:1][LAIR:SIMPLE_BURROW:50]
[NO_DRINK][NO_EAT][NO_SLEEP]
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[LARGE_PREDATOR][EVIL][SUPERNATURAL][FANCIFUL][AMPHIBIOUS][PETVALUE:2000]
[GRASSTRAMPLE:20][BUILDINGDESTROYER:2][ALL_ACTIVE][SWIMS_INNATE]
[TRAPAVOID][NOPAIN][NOSTUN][NONAUSEA][NOFEAR][NOEXERT][NO_DIZZINESS][NO_FEVERS]
[MATERIAL_FORCE_MULTIPLIER:INORGANIC:STEEL:10:1][GENERAL_MATERIAL_FORCE_MULTIPLIER:1:2][LARGE_PREDATOR]
[SPHERE:ANIMALS][SPHERE:CHAOS][SPHERE:MOON][SPHERE:NIGHT]
[BODY_SIZE:0:0:100000][CREATURE_TILE:165]
[BODY:RCP_UPPER_BODY:RCP_LOWER_BODY:RCP_NECK:RCP_HEAD:RCP_TWO_PART_ARMS:RCP_TWO_PART_LEGS:RCP_TAIL:RCP_4_FINGERS:RCP_4_TOES:RCP_2_EYES:RCP_NOSE:RCP_CHEEKS:RCP_LUNGS:RCP_HEART:RCP_GUTS:RCP_THROAT:RCP_SPINE:RCP_UPPER_SPINE:RCP_BRAIN:RCP_SKULL:RCP_MOUTH:RCP_TONGUE:RCP_TEETH:RCP_RIBS:RCP_2_EYELIDS]
[BODYGLOSS:RCP_GLOSS_PAW]
[CANOPENDOORS][EQUIPS]
[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]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES][NOBREATHE][HOMEOTHERM:10040]
[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]
[SELECT_MATERIAL:HAIR]
[STATE_COLOR:ALL_SOLID:RAW_UMBER]
[NO_UNIT_TYPE_COLOR][COLOR:6:0:0]
[SELECT_MATERIAL:EYE]
[STATE_COLOR:ALL_SOLID:LIME]
[GLOWTILE:'"'][GLOWCOLOR:6:0:1]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART][PLUS_TISSUE_LAYER:SCALE:BY_CATEGORY:THROAT]---Dafuq, there are no scales; Toady your generator is a little borked!
[TL_MAJOR_ARTERIES]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[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]
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:punch:punches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:2:2]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:2:2]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_BAD_MULTIATTACK]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:2:2]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_CANLATCH]
[SPECIALATTACK_INTERACTION:DEITY_CURSE_WEREBEAST_34_BITE]
[ATTACK:FSCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:ALL:CLAW]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:scratch:scratches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:2:2]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[ATTACK:TSCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:CLAW]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:scratch:scratches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:2:2]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_BAD_MULTIATTACK]
[GAIT:SWIM:Maximum Swim Speed:725:10:3:2175:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]
[GAIT:SWIM:Faster Swim:1450:5:3:2175:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]
[GAIT:SWIM:Fast Swim:2175:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]
[GAIT:SWIM:Swim:2900:NO_BUILD_UP:0]( [GAIT:SWIM:Slow Swim:3900:NO_BUILD_UP:0]
[GAIT:SWIM:Creeping Swim:5900:NO_BUILD_UP:0]
[GAIT:WALK:Sprint:212:10:3:637:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]
[GAIT:WALK:Run:425:5:3:637:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]
[GAIT:WALK:Jog:637:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]
[GAIT:WALK:Walk:850:NO_BUILD_UP:0]% [GAIT:WALK:Stroll:1800:NO_BUILD_UP:0]
[GAIT:WALK:Creep:2750:NO_BUILD_UP:0]S [GAIT:CRAWL:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]
[GAIT:CRAWL:Faster Crawl:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]
[GAIT:CRAWL:Fast Crawl:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]
[GAIT:CRAWL:Crawl:900:NO_BUILD_UP:0]
[GAIT:CRAWL:Slow Crawl:1900:NO_BUILD_UP:0]
[GAIT:CRAWL:Creep:2900:NO_BUILD_UP:0]
[GAIT:CLIMB:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]
[GAIT:CLIMB:Faster Climb:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]
[GAIT:CLIMB:Fast Climb:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]
[GAIT:CLIMB:Climb:900:NO_BUILD_UP:0]
[GAIT:CLIMB:Slow Climb:1900:NO_BUILD_UP:0]
[GAIT:CLIMB:Creep:2900:NO_BUILD_UP:0]
[DESCRIPTION:A large wolf twisted into humanoid form. It is crazed for blood and flesh. Its eyes glow lime. Its raw umber hair is long and straight. Now you will know why you fear the night.]
still doesn't give the raws of the interaction.That wasn't what was asked about.
anyway, any advice to create a syndrome/interaction that activates on the full moon like werewolf transformations?
still doesn't give the raws of the interaction.A little note here. If you give werebeasts genders, then the default interaction turns the victim into a toad. I got around this by giving werewolves two interactions. One per gender.
anyway, any advice to create a syndrome/interaction that activates on the full moon like werewolf transformations?
I agree that is important. I really messed up back there.A problem that is this much of a pain in a butt deserves a specialized program. Or DFhack script.
One problem with the Internet is that it's hard to write an apology that sounds genuine (since you can't read a persons tone of voice or body language) I just hope Ark sees the sincerity in this and that he understands how much respect I have for him for analyzing the .dat files for you just because you needed some help.
[BODY_MAT_INTERACTION:MAT_TOKEN:RESERVED_BLOOD:START:0]
[CE:INTERACTION:WERECURSE]
[CE:SYNDROME_TAG:SYN_INGESTED]
[CE:SYNDROME_TAG:SYN_INJECTED]
Of course, the real purpose of this post is to make sure ArK knows I'm a different person.No issue there. :D
I agree that is important. I really messed up back there.Thanks. Am happy to help.
One problem with the Internet is that it's hard to write an apology that sounds genuine (since you can't read a persons tone of voice or body language) I just hope Ark sees the sincerity in this and that he understands how much respect I have for him for analyzing the .dat files for you just because you needed some help.
A little note here. If you give werebeasts genders, then the default interaction turns the victim into a toad. I got around this by giving werewolves two interactions. One per gender.It is also possible to do this with 1 interaction. You can do 2 I_TARGET set ups (say A and B) with IT_AFFECTED_CREATURE:CREATURE:CASTE for all female castes you want to be valid to transform into a female werebeast.
On the subject of werebeast transformations, would this code make it so it's possible to contract werewolfism from drinking werewolf blood?Be warned that it is a little buggy (which is one reason it can be so difficult to become a vampire in adv) and I'm not sure whether it would apply to only the non-werewolf form or not. Unfortunately it won't show up properly in Legends mode unless you have an [I_SOURCE:INGESTION] in the interaction with relative IS_HIST_STRING_s (see vampire example).Code: [Select][BODY_MAT_INTERACTION:MAT_TOKEN:RESERVED_BLOOD:START:0]
[CE:INTERACTION:WERECURSE]
[CE:SYNDROME_TAG:SYN_INGESTED]
[CE:SYNDROME_TAG:SYN_INJECTED]
[SYNDROME]
[SYN_INGESTED]
[CE_CAN_DO_INTERACTION:START:0:END:9000]---Possibility to use this reaction ends after around a week(?), don't want them to spam it pointlessly
[CDI:ADV_NAME:Name here please]
[CDI:INTERACTION:WEREBEASTCURSEID]---interaction id
[CDI:TARGET:A:SELF_ONLY]---duplicate as necessary if you have more IE_TARGETs
[CDI:FREE_ACTION]
something like this directly under [USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE] to apply a syndrome to eaters/drinkers of the blood to apply the interaction. This certainly won't appear in Legends though [I_SOURCE:CREATURE_ACTION] with the HIST_STRINGS might work (don't know).
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CAN_DO_INTERACTION:START:0]
[CDI:ADV_NAME:Assimilate]
[CDI:INTERACTION:WERECURSE_MALE]
[CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
[CDI:TARGET:A:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:A:25]
[CDI:USAGE_HINT:ATTACK:TOUCHABLE]
[CDI:MAX_TARGET_NUMBER:A:1]
[CDI:TARGET_VERB:are growing hair. Suddenly your mind fills with thoughts of enlarging the pack:is growing hair]
[CDI:WAIT_PERIOD:20]
Why does this interaction have a habit of targeting the caster?Code: [Select][BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CAN_DO_INTERACTION:START:0]
[CDI:ADV_NAME:Assimilate]
[CDI:INTERACTION:WERECURSE_MALE]
[CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
[CDI:TARGET:A:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:A:25]
[CDI:USAGE_HINT:ATTACK:TOUCHABLE]
[CDI:MAX_TARGET_NUMBER:A:1]
[CDI:TARGET_VERB:are growing hair. Suddenly your mind fills with thoughts of enlarging the pack:is growing hair]
[CDI:WAIT_PERIOD:20]
Why does this interaction have a habit of targeting the caster?KK, I'm guessing that is supposed to be used by the werebeast and is in the creature as a usable interaction. Don't use START:X in that context (it works in my examples as it is a syndrome effect), put the interaction ID there instead and remove the CDI:INTERACTION line. Assuming you are cross verifying with the interaction examples and wiki(link to relevant page) (http://dwarffortresswiki.org/index.php/DF2014:Interaction_token) follow tentacles' corrections.
I thank you guys for being patient with me.
Quick question: Does the reproduction of egg-laying creatures when they're the creatures of Fortress Mode, or do they need to give live birth as Dwarves do in order to work? Just trying to get Kobolds working.It will work but it has some caveats. (http://www.bay12forums.com/smf/index.php?topic=53740.msg2864929;topicseen#msg2864929)
Actually, I've never seen the two of you at the same time. Always at least ten minutes between when one of you posts and the other. How long does it take to transition into a WereExpert? :)still doesn't give the raws of the interaction.A little note here. If you give werebeasts genders, then the default interaction turns the victim into a toad. I got around this by giving werewolves two interactions. One per gender.
anyway, any advice to create a syndrome/interaction that activates on the full moon like werewolf transformations?
Of course, the real purpose of this post is to make sure ArK knows I'm a different person.
Since "were" means man, are you implying that experts are not human(or just female)?Actually, I've never seen the two of you at the same time. Always at least ten minutes between when one of you posts and the other. How long does it take to transition into a WereExpert? :)still doesn't give the raws of the interaction.A little note here. If you give werebeasts genders, then the default interaction turns the victim into a toad. I got around this by giving werewolves two interactions. One per gender.
anyway, any advice to create a syndrome/interaction that activates on the full moon like werewolf transformations?
Of course, the real purpose of this post is to make sure ArK knows I'm a different person.
I have a weak (2.2 GHz Intel Pentium T4400) processor and I'm looking for population limiter. Is there any tool to limit population of trolls in Dark fortress etc. ?I don't think so.
(no population cap limiter but population in ONE fortress/pic/city etc. )
BTW: Is there any mod that can let the world be active and pass through time after playing ?There isn't anything like that yet, but fort mode passes time similar to world gen (some problems, like site battles are always wins for the invader because actual resistance isn't coded yet).
(I mean - > I want to create the world -> stop the creation - > be an adventurer for about one year and let the world pass through time again for for example 40 years...)
Now that the [LIKES_FIGHTING] tag has been removed, how do I make a creature that attacks anything that doesn't have the [AT_PEACE_WITH_NATURE] tag?My first guess would be [LARGE_PREDATOR] which like to attack creatures smaller than itself.
Still won't work. In fact, now it doesn't work at all, period. Let me show you the new RAWs.Why does this interaction have a habit of targeting the caster?Code: [Select][BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CAN_DO_INTERACTION:START:0]
[CDI:ADV_NAME:Assimilate]
[CDI:INTERACTION:WERECURSE_MALE]
[CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
[CDI:TARGET:A:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:A:25]
[CDI:USAGE_HINT:ATTACK:TOUCHABLE]
[CDI:MAX_TARGET_NUMBER:A:1]
[CDI:TARGET_VERB:are growing hair. Suddenly your mind fills with thoughts of enlarging the pack:is growing hair]
[CDI:WAIT_PERIOD:20]
It may be because you have TOUCHABLE in the usage hint. Touchable only works for TARGET_RANGE.
[CAN_DO_INTERACTION]
[CDI:ADV_NAME:Assimilate]
[CDI:INTERACTION:WERECURSE_MALE]
[CDI:BP_REQUIRED:BY_CATEGORY:GRASP]
[IT_REQUIRES:CAN_THINK]
[IT_REQUIRES:CAN_SPEAK]
[CDI:TARGET:A:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:A:TOUCHABLE]
[CDI:USAGE_HINT:ATTACK]
[CDI:MAX_TARGET_NUMBER:A:2]
[CDI:TARGET_VERB:are growing hair. Suddenly your mind fills with thoughts of enlarging the pack:is growing hair]
[CDI:WAIT_PERIOD:20]
Still won't work. In fact, now it doesn't work at all, period. Let me show you the new RAWs.Have I mentioned how good the wiki (http://dwarffortresswiki.org/index.php/DF2014:Interaction_token) is? I'm going to name off a couple problems (one I furthered, sorry :-[) and then I'm going to post a revised code I saw work in the arena.
[CAN_DO_INTERACTION:WERECURSE_MALE]---was a generic curse for testing
[CDI:ADV_NAME:Assimilate]
[CDI:BP_REQUIRED:BY_CATEGORY:GRASP]
[CDI:TARGET:A:TOUCHABLE]
[CDI:USAGE_HINT:ATTACK]
[CDI:MAX_TARGET_NUMBER:A:2]
[CDI:TARGET_VERB:are growing hair. Suddenly your mind fills with thoughts of enlarging the pack:is growing hair]
[CDI:WAIT_PERIOD:20]
Yeah...still defective.Still won't work. In fact, now it doesn't work at all, period. Let me show you the new RAWs.Have I mentioned how good the wiki (http://dwarffortresswiki.org/index.php/DF2014:Interaction_token) is? I'm going to name off a couple problems (one I furthered, sorry :-[) and then I'm going to post a revised code I saw work in the arena.
- CAN_DO_INTERACTION:WERECURSE_MALE is what the first line should read if following my previous advice (then the CDI:INTERACTION line should be gone too)
- IT_REQUIRES is for I_TARGET in the actual interaction definition. If it has those under the I_TARGET it won't be able to target not I_TARGETable creatures anyway (adventurer exception if interaction has IT_MANUAL_INPUT, still won't work if doesn't match I_TARGET)
- Turns out TOUCHABLE is for TARGET and as such replaces LINE_OF_SIGHT, to my shame
Code: [Select][CAN_DO_INTERACTION:WERECURSE_MALE]---was a generic curse for testing
[CDI:ADV_NAME:Assimilate]
[CDI:BP_REQUIRED:BY_CATEGORY:GRASP]
[CDI:TARGET:A:TOUCHABLE]
[CDI:USAGE_HINT:ATTACK]
[CDI:MAX_TARGET_NUMBER:A:2]
[CDI:TARGET_VERB:are growing hair. Suddenly your mind fills with thoughts of enlarging the pack:is growing hair]
[CDI:WAIT_PERIOD:20]Spoiler: This one is for syndromes! (click to show/hide)
There isn't really anything like that at all, nor can there be, unless setting the clock forwards with DFHack actually runs the world generation.If you run a small fort, possibly hacking for a single immortal dwarf to reduce lag, you can use dfHack to set the framerate really high and leave the game idle. Previously, one could pass years relatively quickly by repeatedly abandoning and reclaiming, but nowadays that only advances the game by 2 weeks a pop, so you're better off with the idle thing.
There isn't really anything like that at all, nor can there be, unless setting the clock forwards with DFHack actually runs the world generation.well if you start what ever mode and use gm-editor dfhack.gui.getCurViewscreen() on the calender you could set the time forward by tick and year to your hearts consent for world gen.
Here's my situation; I found the perfect evil beach, but the ocean is 1 level below. Is there a way to edit the landscape immediately after embarking? I want to add ramps all along the coastline, thus connecting ocean with land. I know I could do this with careful mining, but it would take forever, and my miners have more important jobs.Unless you have DFHack, there's no way.
I do indeed. So DFH has terrain editing?Here's my situation; I found the perfect evil beach, but the ocean is 1 level below. Is there a way to edit the landscape immediately after embarking? I want to add ramps all along the coastline, thus connecting ocean with land. I know I could do this with careful mining, but it would take forever, and my miners have more important jobs.Unless you have DFHack, there's no way.
Prone_to_rage? At least I think it could help.Thanks. CRAZED might work too, but I think PRONE_TO_RAGE is closer to something that is just perpetually angry.
Is there a way to make a creature really aggressive without using the LARGE_PREDATOR tag? I don't want these things to crowd out (or be crowded out by) more mundane predatory animals. The LIKES_FIGHTING tag is deprecated, and apparently it didn't actually make things aggressive anyway (just giving a happy thought for engaging in battle).NO_FEAR also works but it has the unintended side-effect of the animal never running away.
Also, how would I be able to give a creature the ability to sense all creatures that have(or lack) a certain tag without sight or hearing?
[BUILDING_WORKSHOP:ARMOR_STAND_ITEMS]
[NAME:Armor Stand with Armor]
[NAME_COLOR:7:0:1]
[DIM:1:1]
[WORK_LOCATION:1:1]
[BUILD_LABOR:HAUL_FURNITURE]
[BLOCK:1:0]
[TILE:0:1:014]
[COLOR:0:1:0:7:0]
[TILE:1:1:014]
[COLOR:1:1:0:7:0]
[TILE:2:1:014]
[COLOR:2:1:0:7:0]
[TILE:3:1:014]
[COLOR:3:1:MAT]
[BUILD_ITEM:1:ARMORSTAND:NONE:NONE:NONE][CAN_USE_ARTIFACT]
[BUILD_ITEM:1:SHIELD:NONE:NONE:NONE][CAN_USE_ARTIFACT]
[BUILD_ITEM:2:SHOES:NONE:NONE:NONE][CAN_USE_ARTIFACT]
[BUILD_ITEM:2:GLOVES:NONE:NONE:NONE][CAN_USE_ARTIFACT]
[BUILD_ITEM:2:HELM:NONE:NONE:NONE][CAN_USE_ARTIFACT]
[BUILD_ITEM:1:PANTS:NONE:NONE:NONE][CAN_USE_ARTIFACT]
[BUILD_ITEM:2:ARMOR:NONE:NONE:NONE][CAN_USE_ARTIFACT]
I don't see anything connected to ESP...Also, how would I be able to give a creature the ability to sense all creatures that have(or lack) a certain tag without sight or hearing?
http://dwarffortresswiki.org/index.php/DF2014:Syndrome
CE_SENSE_CREATURE_CLASSHmm...So I can't detect creatures with certain tags or creatures which lack a certain tag, like a psychic sense shows everything that doesn't have [NO_THOUGHT] for example?
Nope.Well frakk, it still won't make the ability completely useless(I'm intending to use Creature Classes for unrelated syndrome plans) but dang it's annoying finding a limitation in the game!
I want to make a bird lay gems. How would I go about this?I'm not 100% sure, but try this,
CE_SENSE_CREATURE_CLASSHmm...So I can't detect creatures with certain tags or creatures which lack a certain tag, like a psychic sense shows everything that doesn't have [NO_THOUGHT] for example?
I want to make a bird lay gems. How would I go about this?I'm not 100% sure, but try this,
replace the normal egg laying things:
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGGSHELL:SOLID]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_WHITE:LIQUID]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_YOLK:LIQUID]
with something like this:
[EGG_MATERIAL:INORGANIC:DIAMOND_CLEAR:SOLID]
I used clear diamonds as an example, of course, but you can replace that with any gem.
Then again I neither tested this nor have ever tried something like this before so I'm pretty much guessing.
[LAYS_UNUSUAL_EGGS:ROUGH:NO_SUBTYPE:INORGANIC:DIAMOND_CLEAR]
This will create uncut clear diamonds.[LAYS_UNUSUAL_EGGS:ROUGH:NONE:INORGANIC:DIAMOND_CLEAR] gives usable uncut gems. Replacing ROUGH with SMALLGEM gives you normal cut gems, and GEM gives you large cut gems.Ah, ninja'd. In the case of an extra butcher object, the gem comes out with no cut/shape/quality. Does that happen here, or does it somehow pick up those attributes at random?
Also, how would I be able to give a creature the ability to sense all creatures that have(or lack) a certain tag without sight or hearing?
Thanks! Although this is not what I needed for what I asked for, it is an elegant alternative to my idea for a "monster detector"(a reaction that creates a gas that infects people under the influence of certain curses with a syndrome that makes them flash a certain icon) which will conserve resources.Also, how would I be able to give a creature the ability to sense all creatures that have(or lack) a certain tag without sight or hearing?
I have no idea whether or not it is possible in adventure mode, but it is defiantly possible in fort mode, but only with the following tags BLOODSUCKER, CAN_LEARN, CAN_SPEAK, CRAZED, EXTRAVISION, LIKES_FIGHTING (or LIKESFIGHTING), MISCHIEVOUS (or MISCHIEVIOUS), NO_CONNECTIONS_FOR_MOVEMENT, NO_DIZZINESS, NO_DRINK, NO_EAT, NO_FEVERS, NO_PHYS_ATT_GAIN, NO_PHYS_ATT_RUST, NO_SLEEP, NO_THOUGHT_CENTER_FOR_MOVEMENT, NOBREATHE, NOEMOTION, NOEXERT, NOFEAR, NONAUSEA, NOPAIN, NOSTUN, NOT_LIVING, NOTHOUGHT, OPPOSED_TO_LIFE, PARALYZEIMMUNE, SUPERNATURAL, TRANCES, UTTERANCES
What you do is that you make an interaction that has [IT_REQUIRES:one of the above mentioned tags]. Let's take NOTHOUGHT. you can then use the CDI tag [CDI:VERB:N/A:has detected a creature with no sight:N/A].
So what happened here is that in fort mode when the creature comes within range (range is defined by CDI:TARGET_RANGE ) of a creature with the NOTHOUGHT tag it will display the message "creaturename has detected a creature with NOTHOUGHT"
unfortunately you won't know what it is, or where it is, you will only know that it is somewhere in range and the AI won't know anything. It is possible to figure out what it is by using CDI:TARGET_VERB but, I don't know how the verbs tokens actually work so I don't want to talk about them too much.
here is a link where you can do more reading http://dwarffortresswiki.org/index.php/DF2014:Interaction_token (http://dwarffortresswiki.org/index.php/DF2014:Interaction_token)
I hope this helped.
The reason why I had my doubts about adventurer mode is because in adventure mode you have to activate your interactions and select your target and I don't know whether the game will allow you to do that if they can't see the target.
How would I go about making a special food type, such as canned food and sausages, that can only be made using special reactions(instead of just adding, say, ITEM_FOOD_CANNED)?
Where is dwarf.txt ([SPEECH:dwarf.txt.])? Failing that, how do I change what creatures say in battle?
ALCOHOLIC
COMBATHARDNESS
TIME_SINCE_BREAK
ON_BREAK
PARTIED_OUT
MILK_COUNTER
EGG_SPENT
GROUNDED_ANIMAL_ANGER
TIME_SINCE_SUCKED_BLOOD
DRINKING_BLOOD
Yeah, it's for bragging about killing the creature in question. Other in-battle speech is hard-coded.Where is dwarf.txt ([SPEECH:dwarf.txt.])? Failing that, how do I change what creatures say in battle?
The folder path should be something like 'Dwarf_Fortress/data/speech'
Though to my knowledge, that speech token is only for bragging about kills.
Hmm, VOCALIZATION? I'll have to check that out!Yeah, it's for bragging about killing the creature in question. Other in-battle speech is hard-coded.Where is dwarf.txt ([SPEECH:dwarf.txt.])? Failing that, how do I change what creatures say in battle?
The folder path should be something like 'Dwarf_Fortress/data/speech'
Though to my knowledge, that speech token is only for bragging about kills.
Edit: Though there are ways to add to in-battle speech with VOCALIZATION and through interactions.
So, how to make the elf caravans bring wagons? I tried adding the [COMMON_DOMESTIC_PULL] token to [ENTITY:FOREST], which seemed from looking at the other civilizations in the raws and reading the wiki like it would work, but 3 elf caravans in on a new world, and they haven't brought a single wagon yet.[Insert joke about wood taboo here.]
Hmm, VOCALIZATION? I'll have to check that out!Very fun adventure mode stuff with vocalization, for example:
Or maybe omitting the Environment line?That one. No environment line, no placement in the earth.
Hello! Just two questions.Civs need neutral biomes - this would actually be better suited to the df gameplay questions thread.
1) Can i create a fortress in non-civ world somehow? I know that is possible with died civilizations.
2) In one of my world that i make with PerfectWorld, civilizations never ever did appear. What kind of problem can it be? I have bioms of all type, except tundra and glacier. Maybe the reason is in high level of savagery all over the map? ::)
Civs need neutral biomes - this would actually be better suited to the df gameplay questions thread.
How would I make a creature that changes to a separate caste once a month? They need to remain in that caste for a full month as well.
[DESCRIPTION:x] is all you need. Make sure there isn't another instance of that that would reach said caste afterward.Wait, DESCRIPTION is a caste-level tag? * face palm *
How do I get something to transmit syndromes WITHOUT touching the victim or throwing something?Perhaps leaving a puddle on the ground, or a gaseous cloud.
How do I get something to transmit syndromes WITHOUT touching the victim or throwing something?You could make an interaction with an I_EFFECT to ADD_SYNDROME.
Nah, it needs to be a targeted, focused syndrome. And yeah, workshops accidents will be added to my mod, like in MW.How do I get something to transmit syndromes WITHOUT touching the victim or throwing something?Perhaps leaving a puddle on the ground, or a gaseous cloud.
CONTACT type. (valid are: SYN_INJECTED, SYN_CONTACT, SYN_INHALED, SYN_INGESTED)
See http://dwarffortresswiki.org/index.php/DF2014:Syndrome
ps. give a workshop a chance of having an accident; 1-3% chance of creating a flaming or nasty-syndrome-evaporating boulder/logstack.
Hmm, that sounds good...How do I get something to transmit syndromes WITHOUT touching the victim or throwing something?You could make an interaction with an I_EFFECT to ADD_SYNDROME.
explosions
Omnidirectional dust blasts.explosions
?
*** Error(s) found in the file "raw/objects/creature_locust's_taurs.txt"
CENTAUR_Ls:Body Token Recognized But Could Not Connect: THROAT
CENTAUR_Ls:Body Token Recognized But Could Not Connect: NECK
CENTAUR_Ls BP Mod DEEP_VOICE Was Not Used
CENTAUR_Ls BP Mod RASPY_VOICE Was Not Used
*** Error(s) finalizing the creature CENTAUR_Ls
CENTAUR_Ls:FEMALE:right front leg: No tissue thickness
CENTAUR_Ls:FEMALE:left front leg: No tissue thickness
CENTAUR_Ls:FEMALE:right back leg: No tissue thickness
CENTAUR_Ls:FEMALE:left back leg: No tissue thickness
CENTAUR_Ls:FEMALE:right front hoof , layer 1: Tissue HOOF was not found, using first tissue instead
CENTAUR_Ls:FEMALE:left front hoof, layer 1: Tissue HOOF was not found, using first tissue instead
CENTAUR_Ls:FEMALE:right back hoof , layer 1: Tissue HOOF was not found, using first tissue instead
CENTAUR_Ls:FEMALE:left back hoof, layer 1: Tissue HOOF was not found, using first tissue instead
CENTAUR_Ls:MALE:right front leg: No tissue thickness
CENTAUR_Ls:MALE:left front leg: No tissue thickness
CENTAUR_Ls:MALE:right back leg: No tissue thickness
CENTAUR_Ls:MALE:left back leg: No tissue thickness
CENTAUR_Ls:MALE:right front hoof , layer 1: Tissue HOOF was not found, using first tissue instead
CENTAUR_Ls:MALE:left front hoof, layer 1: Tissue HOOF was not found, using first tissue instead
CENTAUR_Ls:MALE:right back hoof , layer 1: Tissue HOOF was not found, using first tissue instead
CENTAUR_Ls:MALE:left back hoof, layer 1: Tissue HOOF was not found, using first tissue instead
body_locust
[OBJECT:BODY]
[BODY:HUMANOID_HOOFEDQUAD]
[BP:UB:upper body:upper bodies]
[UPPERBODY]
[CATEGORY:BODY_UPPER]
[DEFAULT_RELSIZE:1000]
[BP:LB:lower body:lower bodies]
[CON:UB]
[LOWERBODY]
[CATEGORY:BODY_LOWER]
[DEFAULT_RELSIZE:1000]
[BP:HD:head:STP]
[CON:UB]
[HEAD]
[CATEGORY:HEAD]
[DEFAULT_RELSIZE:300]
[BP:RUA:right upper arm:STP]
[CON:UB]
[LIMB]
[RIGHT]
[CATEGORY:ARM_UPPER]
[DEFAULT_RELSIZE:200]
[BP:LUA:left upper arm:STP]
[CON:UB]
[LIMB]
[LEFT]
[CATEGORY:ARM_UPPER]
[DEFAULT_RELSIZE:200]
[BP:RLA:right lower arm:STP]
[CON:RUA]
[LIMB]
[RIGHT]
[CATEGORY:ARM_LOWER]
[DEFAULT_RELSIZE:200]
[BP:LLA:left lower arm:STP]
[CON:LUA]
[LIMB]
[LEFT]
[CATEGORY:ARM_LOWER]
[DEFAULT_RELSIZE:200]
[BP:RH:right hand:STP]
[CON:RLA]
[GRASP]
[RIGHT]
[CATEGORY:HAND]
[DEFAULT_RELSIZE:80]
[BP:LH:left hand:STP]
[CON:LLA]
[GRASP]
[LEFT]
[CATEGORY:HAND]
[DEFAULT_RELSIZE:80]
[BP:RFL:right front leg:STP]
[CON:LB]
[LIMB]
[RIGHT]
[CATEGORY:LEG_FRONT_R]
[DEFAULT_RELSIZE:900]
[BP:LFL:left front leg:STP]
[CON:LB]
[LIMB]
[LEFT]
[CATEGORY:LEG_FRONT_L]
[DEFAULT_RELSIZE:900]
[BP:RBL:right back leg:STP]
[CON:LB]
[LIMB]
[RIGHT]
[CATEGORY:LEG_BACK_R]
[DEFAULT_RELSIZE:900]
[BP:LBL:left back leg:STP]
[CON:LB]
[LIMB]
[LEFT]
[CATEGORY:LEG_BACK_L]
[DEFAULT_RELSIZE:900]
[BP:RFH:right front hoof :right front hooves]
[CON:RFL]
[STANCE]
[RIGHT]
[CATEGORY:HOOF_FRONT]
[DEFAULT_RELSIZE:120]
[BP:LFH:left front hoof:left front hooves]
[CON:LFL]
[STANCE]
[LEFT]
[CATEGORY:HOOF_FRONT]
[DEFAULT_RELSIZE:120]
[BP:RBH:right back hoof :right back hooves]
[CON:RBL]
[STANCE]
[RIGHT]
[CATEGORY:HOOF_REAR]
[DEFAULT_RELSIZE:120]
[BP:LBH:left back hoof:left back hooves]
[CON:LBL]
[STANCE]
[LEFT]
[CATEGORY:HOOF_REAR]
[DEFAULT_RELSIZE:120]]
creature_locust's_taurs
[OBJECT:CREATURE]
[CREATURE:CENTAUR_Ls]
[DESCRIPTION:A creature with the upper body of a human and the lower body of a horse.]
[NAME:centaur:centaurs:centaur]
[CREATURE_TILE:'C'][COLOR:6:0:0]
[CREATURE_SOLDIER_TILE:154]
[BENIGN]
[PREFSTRING:stature]
[BODY:HUMANOID_HOOFEDQUAD:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:TONGUE:FACIAL_FEATURES:TEETH:RIBCAGE:TAIL]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[USE_MATERIAL_TEMPLATE:HOOF:HOOF_TEMPLATE]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[USE_MATERIAL_TEMPLATE:HOOF:HOOF_TEMPLATE]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:HEAD_HAIR_TISSUE_LAYERS]
[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]
[USE_TISSUE_TEMPLATE:EYEBROW:EYEBROW_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:HEAD:EYEBROW:ABOVE:BY_CATEGORY:EYE]
[USE_TISSUE_TEMPLATE:EYELASH:EYELASH_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:EYELID:EYELASH:FRONT]
[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:FINGER:NAIL:FRONT]
[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[USE_MATERIAL_TEMPLATE:SWEAT:SWEAT_TEMPLATE]
[USE_MATERIAL_TEMPLATE:TEARS:TEARS_TEMPLATE]
[USE_MATERIAL_TEMPLATE:SPIT:SPIT_TEMPLATE]
[SECRETION:LOCAL_CREATURE_MAT:SWEAT:LIQUID:BY_CATEGORY:ALL:SKIN:EXERTION]
[SECRETION:LOCAL_CREATURE_MAT:TEARS:LIQUID:BY_CATEGORY:EYE:ALL:EXTREME_EMOTION]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Spit]
[CDI:USAGE_HINT:NEGATIVE_SOCIAL_RESPONSE]
[CDI:USAGE_HINT:TORMENT]
[CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
[CDI:MATERIAL:LOCAL_CREATURE_MAT:SPIT:LIQUID_GLOB]
[CDI:VERB:spit:spits:NA]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:30]
[BODY_SIZE:0:0:102000]
[BODY_SIZE:1:168:208750]
[BODY_SIZE:2:0:535000]
[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]
[MAXAGE:60:120]
[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:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:FINGER:NAIL]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:scratch:scratches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:SECOND]
[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]
[CHILD:12]
[EQUIPS]
[DIURNAL]
[SMELL_TRIGGER:90]
[HOMEOTHERM:10067]
[APPLY_CREATURE_VARIATION:STANDARD_QUADRUPED_GAITS:900:375:250:125:1900:2900]
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:6561:6115:5683:1755:7456:8567]
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:6561:6115:5683:1755:7456:8567]
[SWIMS_INNATE]
[MUNDANE]
[CASTE:FEMALE]
[CASTE_NAME:centauress:centauresses:centauress]
[FEMALE]
[MULTIPLE_LITTER_RARE]
[CASTE:MALE]
[CASTE_NAME:centaur:centaur:centaur]
[MALE]
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]
[SELECT_CASTE:ALL]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:HEAD_HAIR_TISSUE_LAYERS]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[TL_COLOR_MODIFIER:AMBER:1:AUBURN:1:BLACK:1:BROWN:1:BUFF:1:BURNT_SIENNA:1:BURNT_UMBER:1:CHARCOAL:1:CHESTNUT:1:CHOCOLATE:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_CHESTNUT:1:DARK_TAN:1:ECRU:1:FLAX:1:GOLD:1:GOLDEN_YELLOW:1:GOLDENROD:1:LIGHT_BROWN:1:MAHOGANY:1:OCHRE:1:PALE_BROWN:1:PALE_CHESTNUT:1:PUMPKIN:1:RAW_UMBER:1:RUSSET:1:SAFFRON:1:SEPIA:1:TAN:1:TAUPE_DARK:1:TAUPE_GRAY:1:TAUPE_MEDIUM:1:TAUPE_PALE:1:TAUPE_SANDY:1]
[TLCM_NOUN: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: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]
The body parts are likely not connecting because the throat and neck have changed between versions, due to the addition of necks to many body plans. Similarly, the reason that there is no tissue is because some of your body categories do not match up with what the body tissue plan is looking for.
Additionally, you have [USE_MATERIAL_TEMPLATE:HOOF:HOOF_TEMPLATE] listed twice. The second should be [USE_TISSUE_TEMPLATE:HOOF:HOOF_TEMPLATE], so that the hooves are properly applied.
You forgot the neck. Look at HUMANOID_NECK for an example.Derp. That did it.
requires DFHackshit
[IMPACT_YIELD:100000000] maximum possible value; anything higher just gets reduced to this. It is, by all means, unbreakable.
[IMPACT_FRACTURE:100000000]
[IMPACT_STRAIN_AT_YIELD:0]
[COMPRESSIVE_YIELD:100000000]
[COMPRESSIVE_FRACTURE:100000000]
[COMPRESSIVE_STRAIN_AT_YIELD:0]
[TENSILE_YIELD:100000000]
[TENSILE_FRACTURE:100000000]
[TENSILE_STRAIN_AT_YIELD:0]
[TORSION_YIELD:100000000]
[TORSION_FRACTURE:100000000]
[TORSION_STRAIN_AT_YIELD:0]
[SHEAR_YIELD:100000000]
[SHEAR_FRACTURE:100000000]
[SHEAR_STRAIN_AT_YIELD:0]
[BENDING_YIELD:100000000]
[BENDING_FRACTURE:100000000]
[BENDING_STRAIN_AT_YIELD:0]
[MAX_EDGE:2147483647]
[STATE_COLOR:ALL_SOLID:GRAY]
∞, since armor doesn't actually keep note of cumulative damage yet.Well I think we've just found a way to make somebody invulnerable.
∞, since armor doesn't actually keep note of cumulative damage yet.Well I think we've just found a way to make somebody invulnerable.
I should note that blunt attack will probably still go through this armor, thus achieving victory by pulping.∞, since armor doesn't actually keep note of cumulative damage yet.Well I think we've just found a way to make somebody invulnerable.
Where is the FUN? Unless you are sticking it on an enemy then that answers the question.
What causes the "no parent order for army camp" error?*Cough*
The lack of order for a parent camp, I presume. Doesn't look like something that would be affected by modding, so it's probably a bug.What causes the "no parent order for army camp" error?*Cough*
I'm wonder what percent of the human BODYSIZE would be above the hip?I don't know off-hand, but you can add up the RELSIZE's of the LOWERBODY bodypart and up, and compare that to the sum of all RELSIZE's in the entire creature.
Is there a way to make a wearer of some item gain a syndrome in the latest DF version?
I've read the DFHack thread and the readme and it doesn't look like there's a way to have it automatically set up a la your projectileExpansion script (quasi-raw additions).Is there a way to make a wearer of some item gain a syndrome in the latest DF version?
DFHack item-trigger.
Register it in raw/onLoad.init.
There's a tutorial for that somewhere, but no idea where.
Register it in raw/onLoad.init.Can't I just use dfhack.init for that? Or will this lead to an unfathomable cascade of horrible disasters?
There's a tutorial for that somewhere, but no idea where.
You could always use modtools/item-trigger -help .I've already managed to find the .lua script, open it and find all the help information, thanks.
How do you make something magma proof i.e. a cave dragon, it keeps melting slowly. Does dragonfire proof not cover magma, nope? How can you change what scales are made of.
How do you make something magma proof i.e. a cave dragon, it keeps melting slowly. Does dragonfire proof not cover magma, nope? How can you change what scales are made of.
What part of the cave dragon is melting? Have you tried changing the melting_point and ignite_point of its body materials?
Go into the arena, spawn a cave dragon near the magma and take control of it. Then go take a magma bath and wait for the smallest interval possible. You'll get a full description of what is melting, and when, as it happens.How do you make something magma proof i.e. a cave dragon, it keeps melting slowly. Does dragonfire proof not cover magma, nope? How can you change what scales are made of.
What part of the cave dragon is melting? Have you tried changing the melting_point and ignite_point of its body materials?
The head>upperbody>neck>etc. I think the fat, as that is the only thing that missing
Go into the arena, spawn a cave dragon near the magma and take control of it. Then go take a magma bath and wait for the smallest interval possible. You'll get a full description of what is melting, and when, as it happens.How do you make something magma proof i.e. a cave dragon, it keeps melting slowly. Does dragonfire proof not cover magma, nope? How can you change what scales are made of.
What part of the cave dragon is melting? Have you tried changing the melting_point and ignite_point of its body materials?
The head>upperbody>neck>etc. I think the fat, as that is the only thing that missing
Take control of the cave dragon by targeting in the (k) menu, and hitting (a) to assume control.Go into the arena, spawn a cave dragon near the magma and take control of it. Then go take a magma bath and wait for the smallest interval possible. You'll get a full description of what is melting, and when, as it happens.How do you make something magma proof i.e. a cave dragon, it keeps melting slowly. Does dragonfire proof not cover magma, nope? How can you change what scales are made of.
What part of the cave dragon is melting? Have you tried changing the melting_point and ignite_point of its body materials?
The head>upperbody>neck>etc. I think the fat, as that is the only thing that missing
I'm not getting anything in (a)nnouncment or (r)eport. On a semi related note what affects would there be if I changed an egg shell to ice, would it melt?
Starving to death in adventure mode.Wait, so god-tiers can survive starving to death?
I'll be better off by studyingand shamelessly stealing parts ofthe already existing scripts.
Logically speaking, there is at least one guy who actually writes new scripts.I'll be better off by studyingand shamelessly stealing parts ofthe already existing scripts.
Isn't that what everyone does........ ???
Really? I thought the only source of new code was save corruption induced by cosmic rays...Logically speaking, there is at least one guy who actually writes new scripts.I'll be better off by studyingand shamelessly stealing parts ofthe already existing scripts.
Isn't that what everyone does........ ???
If you mean add new types of decoration, then no.Dang. Ah well, already though of a sort-of way round this.
An actual question that has buggered me for a long time: what exactly does [CDI:FREE_ACTION] tag do?From what I've seen yes, free action allows a creature to use the ability without actually taking any time. That's only in my experience though, if somebody actually did science with it they may know otherwise.
Namely, if a character has several FREE_ACTION interactions, can it do all of them on the same tick?
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
This command lets you assign a position within the parent to all bodyparts that fit in a group.
[BP_POSITION:BY_CATEGORY:NOSE:FRONT]
[BP_POSITION:BY_CATEGORY:LIP:FRONT]
[BP_POSITION:BY_CATEGORY:TONGUE:FRONT]
[BP_POSITION:BY_CATEGORY:MOUTH:FRONT]
[BP_POSITION:BY_CATEGORY:CHEEK:FRONT]
[BP_POSITION:BY_TOKEN:R_EAR:RIGHT]
[BP_POSITION:BY_TOKEN:L_EAR:LEFT]
This command lets you establish a relationship between bodyparts within their parent bodypart. The number establishes the extent to which the relationship holds (only used for bodyparts, not the tissue relationships above).
[BP_RELATION:BY_CATEGORY:CHEEK:AROUND:BY_CATEGORY:TEETH:100]
[BP_RELATION:BY_CATEGORY:CHEEK:AROUND:BY_CATEGORY:MOUTH:100]
[BP_RELATION:BY_CATEGORY:CHEEK:AROUND:BY_CATEGORY:TONGUE:100]
[BP_RELATION:BY_CATEGORY:LIP:AROUND:BY_CATEGORY:MOUTH:100]
[BP_RELATION:BY_CATEGORY:LIP:AROUND:BY_CATEGORY:TEETH:100]
[BP_RELATION:BY_CATEGORY:LIP:AROUND:BY_CATEGORY:TONGUE:100]
[BP_RELATION:BY_CATEGORY:SKULL:AROUND:BY_CATEGORY:BRAIN:100]
[BP_RELATION:BY_TOKEN:R_EYELID:AROUND:BY_TOKEN:REYE:50]
[BP_RELATION:BY_TOKEN:L_EYELID:AROUND:BY_TOKEN:LEYE:50]
[BP_RELATION:BY_TOKEN:EYELID:AROUND:BY_TOKEN:EYE:50]
[BP_RELATION:BY_TOKEN:R_EYELID:CLEANS:BY_TOKEN:REYE:100]
[BP_RELATION:BY_TOKEN:L_EYELID:CLEANS:BY_TOKEN:LEYE:100]
[BP_RELATION:BY_TOKEN:EYELID:CLEANS:BY_TOKEN:EYE:100]
creature_necromorph
[OBJECT:CREATURE]
[CREATURE:NECROMORPH]
[NAME:necromorph:necromorphs:necromorph]
[CASTE:SLASHER_MALE]
[CASTE:SLASHER_FEMALE]
[SELECT_CASTE:SLASHER_MALE]
[SELECT_ADDITIONAL_CASTE:SLASHER_FEMALE]
[DESCRIPTION:Slashers are the most common form of Necromorphs. While relatively weak when alone,
and possessing slow reflexes, Slashers can pose a serious threat when in groups.]
[CASTE_NAME:slasher:slashers:slasher]
[CASTE_TILE:'S'][COLOR:4:0:0]
[CHILD:10][GENERAL_CHILD_NAME:slasher hatchling:slasher hatchling]
[POP_RATIO:70]
[APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:900:711:521:293:1900:2900]
[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:5951:5419:4898:1463:6944:8233]
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:5951:5419:4898:1463:6944:8233]
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:2990:2257:1525:731:4300:6100]
[BODY:NECROPHILE:5TOES]
[CURIOUSBEAST_EATER][BONECARN][NONAUSEA]
[CLUSTER_NUMBER:1:8]
[BODY_SIZE:70000:70000:70000]
[SOUND:ALERT:50:2000:VOCALIZATION:scream:screams:a loud scream]
[SOUND:PEACEFUL_INTERMITTENT:30:10000:NONE:shuffle:shuffles:a quiet shuffling]
[SOUND:PEACEFUL_INTERMITTENT:3000:70000:VOCALIZATION:howl:howls:an alien howl]
[SOUND:PEACEFUL_INTERMITTENT:0:1000:NONE:scratch your head:starts to feast on you:a loud scream close to
you][AMBUSHPREDATOR]
[PRONE_TO_RAGE:2]
[CASTE:INFECTOR]
[DESCRIPTION:The Infector is a Necromorph whose sole purpose is to spread the Necromorph contagion,
only attacking or defending itself when it cannot find any hosts to infect.]
[CASTE_NAME:infector:infectors:infector]
[CASTE_TILE:'i'][COLOR:4:0:0]
[CHILD:1][GENERAL_CHILD_NAME:infector hatchling:infector hatchling]
[FLIER]
[POP_RATIO:30]
[APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:740:571:381:153:1760:2760]
[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:5811:5279:4758:1323:6804:8093]
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:5811:5279:4758:1323:6804:8093]
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:2850:2117:1385:591:4160:5960]
[BODY:INFECTURD]
[NO_EAT][NO_CONNECTIONS_FOR_MOVEMENT][TRANCES][NO_THOUGHT_CENTER_FOR_MOVEMENT]
[NOTHOUGHT][NONAUSEA]
[CLUSTER_NUMBER:1:4]
[SOUND:ALERT:50:2000:VOCALIZATION:scream:screams:a loud scream]
[SOUND:PEACEFUL_INTERMITTENT:30:10000:NONE:shuffle:shuffles:a quiet shuffling]
[SOUND:PEACEFUL_INTERMITTENT:3000:70000:VOCALIZATION:howl:howls:an alien howl]
[SOUND:PEACEFUL_INTERMITTENT:0:1000:NONE:scratch your head:starts to feast on you:a loud scream close to
you][AMBUSHPREDATOR]
[PRONE_TO_RAGE:2]
[CASTE:PUKER]
[DESCRIPTION:A vile fiend living in evil deserts. It ambushes and vomits on its prey and continues to eat
their blistering meat.]
[CASTE_NAME:puker:pukers:puker]
[CASTE_TILE:'P'][COLOR:4:0:0]
[CHILD:10][GENERAL_CHILD_NAME:puker hatchling:puker hatchling]
[APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:1000:811:621:393:2000:3000]
[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:6051:5519:4998:1563:7044:8333]
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:6051:5519:4998:1563:7044:8333]
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:3090:2357:1625:831:4400:6200]
[BONECARN][CURIOUSBEAST_EATER][NO_EAT][NOTHOUGHT][NO_THOUGHT_CENTER_FOR_MOVEMENT]
[TRANCES]
[BODY:BASIC_NECRO]
[BODY_SIZE:60000:60000:60000]
[SOUND:ALERT:10:1000:VOCALIZATION:vomit:vomits:someone vomiting]
[SOUND:PEACEFUL_INTERMITTENT:30:700:NONE:breathe painfully:breathes painfully:painful breathing]
[POP_RATIO:40][AMBUSHPREDATOR]
[PRONE_TO_RAGE:2]
[CASTE:BRUTE]
[DESCRIPTION:A vile fiend living in evil deserts. It Crushes its prey and continues to eat their fresh meat.]
[CASTE_NAME:brute:brute:brute]
[CREATURE_TILE:'B'][COLOR:4:0:0]
[CHILD:10][GENERAL_CHILD_NAME:brute hatchling:brute hatchling]
[CLUSTER_NUMBER:1:1]
[NO_EAT][NOTHOUGHT][NO_THOUGHT_CENTER_FOR_MOVEMENT]
[NONAUSEA]
[SOUND:ALERT:500:2000:VOCALIZATION:howl:howls:a loud howl]
[SOUND:PEACEFUL_INTERMITTENT:8000:70000:VOCALIZATION:howl:howls:an alien howl]
[PRONE_TO_RAGE:7]
[POP_RATIO:10]
[BODY:BASIC_NECRO]
[BODY_SIZE:200000:200000:200000]
[CASTE:EXPLODER]
[DESCRIPTION:Exploders are specialized Necromorphs that act as "suicide bombers". Their most prominent
feature is the large, glowing pustule attached to their left arm, which is filled with a highly explosive chemical
substance.]
[CASTE_NAME:exploder:exploders:exploder]
[CREATURE_TILE:'E'][COLOR:4:0:0]
[CHILD:10][GENERAL_CHILD_NAME:exploder:exploder hatchling]
[POP_RATIO:70]
[APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:700:511:321:93:1700:2700]
[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:5751:5219:4698:1263:6744:8033]
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:5751:5219:4698:1263:6744:8033]
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:2790:2057:1325:531:4100:5900]
[BODY:HUMANOID]
[CURIOUSBEAST_EATER][BONECARN][NONAUSEA][NOTHOUGHT]
[NO_THOUGHT_CENTER_FOR_MOVEMENT][TRANCES]
[CLUSTER_NUMBER:1:8]
[BODY_SIZE:6000:6000:6000]
[SOUND:ALERT:50:2000:VOCALIZATION:scream:screams:a loud scream]
[PRONE_TO_RAGE:2]
[SELECT_CASTE:ALL]
[NAME:necromorph:necromorphs:necromorph]
[FREQUENCY:70]
[EVIL][SAVAGE]
[BIOME:NOT_FREEZING]
[LARGE_ROAMING][LARGE_PREDATOR]
[FREQUENCY:70]
[POPULATION_NUMBER:300:2000]
[NOT_LIVING][LIKES_FIGHTING]
[CAN_LEARN][SLOW_LEARNER]
[PREFSTRING:terrifying nature]
[NOT_LIVING][OPPOSED_TO_LIFE][CRAZED][EXTRAVISION][NOEXERT][NOPAIN][NOBREATHE][NOSTUN]
[NO_DIZZINESS][NO_FEVERS][PARALYZEIMMUNE][NOFEAR][NO_DRINK][NO_SLEEP][NO_PHYS_ATT_GAIN]
[NO_PHYS_ATT_RUST][LIKESFIGHTING][BONECARN][CARNIVORE][HUNTS_VERMIN]
[BODY:2EYES:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:SPINE:BRAIN:SKULL:5FINGERS:MOUTH:TONG
UE:FACIAL_FEATURES:TEETH:RIBCAGE]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[REMOVE_MATERIAL:LEATHER]
[REMOVE_MATERIAL:HAIR]
[REMOVE_MATERIAL:LEATHER]
[USE_MATERIAL_TEMPLATE:SKIN_TEMPLATE]
[USE_MATERIAL_TEMPLATE:NAIL_TEMPLATE]
[USE_MATERIAL_TEMPLATE:TOOTH_TEMPLATE]
[USE_MATERIAL_TEMPLATE:FAT:FAT_TEMPLATE]
[USE_MATERIAL_TEMPLATE:MUSCLE:MUSCLE_TEMPLATE]
[USE_MATERIAL_TEMPLATE:BONE:BONE_TEMPLATE]
[USE_MATERIAL_TEMPLATE:CARTILAGE:CARTILAGE_TEMPLATE]
[USE_MATERIAL_TEMPLATE:EYE:EYE_TEMPLATE]
[USE_MATERIAL_TEMPLATE:NERVE:NERVE_TEMPLATE]
[USE_MATERIAL_TEMPLATE:BRAIN:BRAIN_TEMPLATE]
[USE_MATERIAL_TEMPLATE:LUNG:LUNG_TEMPLATE]
[USE_MATERIAL_TEMPLATE:HEART:HEART_TEMPLATE]
[USE_MATERIAL_TEMPLATE:LIVER:LIVER_TEMPLATE]
[USE_MATERIAL_TEMPLATE:GUT:GUT_TEMPLATE]
[USE_MATERIAL_TEMPLATE:STOMACH:STOMACH_TEMPLATE]
[USE_MATERIAL_TEMPLATE:PANCREAS:PANCREAS_TEMPLATE]
[USE_MATERIAL_TEMPLATE:SPLEEN:SPLEEN_TEMPLATE]
[USE_MATERIAL_TEMPLATE:KIDNEY:KIDNEY_TEMPLATE]
[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:FINGER:NAIL:FRONT]
[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]
[TISSUE_LAYER:BY_CATEGORY:BLADE_UPPER:BONE]
[TISSUE_LAYER:BY_CATEGORY:BLADE_UPPER:MUSCLE]
[TISSUE_LAYER:BY_CATEGORY:BLADE_UPPER:FAT]
[TISSUE_LAYER:BY_CATEGORY:BLADE_UPPER:SKIN]
[TISSUE_LAYER:BY_CATEGORY:BLADE_LOWER:BONE]
[SELECT_MATERIAL:BONE]
[SHEAR_YIELD:155000]
[SHEAR_FRACTURE:310000]
[SHEAR_STRAIN_AT_YIELD:189]
[MAX_EDGE:100000]
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[CREATURE_CLASS:GENERAL_POISON]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[NATURAL_SKILL:BITE:4]
[NATURAL_SKILL:DODGING:2]
[NATURAL_SKILL:GRASP_STRIKE:4]
[NATURAL_SKILL:SNEAK:4]
[NATURAL_SKILL:SITUATIONAL_AWARENESS:3]
[NATURAL_SKILL:WRESTLING:4]
[MAXAGE:9998:9999]
[ATTACK:BITE:BODYPART:BY_CATEGORY:HEAD]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:50]
[ATTACK_PENETRATION_PERC:70]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_CANLATCH]
[ATTACK_VELOCITY_MODIFIER:7000]
[EQUIPS]
[PROFESSION_NAME:LASHER:halberdier:halberdiers]
[PROFESSION_NAME:MASTER_LASHER:elite halberdier:elite halberdiers]
[CANOPENDOORS]
[ALL_ACTIVE]
[HOMEOTHERM:10067]
[SWIMS_LEARNED]
[SELECT_CASTE:SLASHER_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:8:30]
[SELECT_CASTE:SLASHER_MALE]
[MALE]
[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:8:30]
[SELECT_CASTE:SLASHER_MALE]
[SELECT_ADDITIONAL_CASTE:SLASHER_FEMALE]
[ATTACK:STAB:BODYPART:BY_CATEGORY:BLADE_LOWER]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:slash:slashes]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:40]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[ATTACK_VELOCITY_MODIFIER:4000]
[ATTACK:SLASH:BODYPART:BY_CATEGORY:BLADE_LOWER]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:slash:slashes]
[ATTACK_CONTACT_PERC:30]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[SELECT_CASTE:INFECTOR]
[USE_MATERIAL_TEMPLATE:POISON:CREATURE_EXTRACT_TEMPLATE]
[STATE_NAME:ALL_SOLID:frozen necromorph worm]
[STATE_ADJ:ALL_SOLID:frozen necromorph worm]
[STATE_NAME:LIQUID:necromorph worm]
[STATE_ADJ:LIQUID:necromorph worm]
[STATE_NAME:GAS:gaseous necromorph worm]
[STATE_ADJ:GAS:gaseous necromorph worm]
[PREFIX:NONE]
[ENTERS_BLOOD]
[SYNDROME]
[SYN_NAME:infector sting]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_IMMUNE_CREATURE:INFECTOR:ALL]
[SYN_INJECTED]
[CE_BODY_TRANSFORMATION:PROB:10:START:19000]
[CE:CREATURE:NECROMORPH:EXPLODER]
[CE_BODY_TRANSFORMATION:PROB:20:START:19000]
[CE:CREATURE:NECROMORPH:BRUTE]
[CE_BODY_TRANSFORMATION:PROB:30:START:19000]
[CE:CREATURE:NECROMORPH:INFECTOR]
[CE_BODY_TRANSFORMATION:PROB:40:START:19000]
[CE:CREATURE:NECROMORPH:PUKER]
[CE_BODY_TRANSFORMATION:PROB:50:START:19000]
[CE:CREATURE:NECROMORPH:SLASHER_MALE]
[CE_BODY_TRANSFORMATION:PROB:50:START:19000]
[CE:CREATURE:NECROMORPH:SLASHER_FEMALE]
[CE_VOMIT_BLOOD:SEV:1000:PROB:100:RESISTABLE:SIZE_DILUTES:START:8000:PEAK:10000:END:19000]
[CE_NAUSEA:SEV:1000:PROB:100:RESISTABLE:SIZE_DILUTES:START:600:PEAK:10000:END:19000]
[CE_PARALYSIS:SEV:1000:PROB:100:RESISTABLE:SIZE_DILUTES:START:1000:PEAK:10000:END:19000]
[CE_FEVER:SEV:1000:PROB:100:RESISTABLE:SIZE_DILUTES:START:300:PEAK:10000:END:19000]
[CE_BLISTERS:SEV:30:PROB:100:RESISTABLE:SIZE_DILUTES:LOCALIZED:VASCULAR_ONLY:START:10:PEAK:7500:END:750
0]
[CE_OOZING:SEV:30:PROB:100:RESISTABLE:SIZE_DILUTES:LOCALIZED:VASCULAR_ONLY:START:10:PEAK:7500:END:750
0]
[CE_ADD_TAG:NO_AGING:NOT_LIVING:EXTRAVISION:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NOFEAR:NO_DRINK:NO
_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:STERILE:TRANCES:LIKESFIGHTING:NO_EAT:START:0]
[CE_ADD_TAG:OPPOSED_TO_LIFE:CRAZED:NONAUSEA:NO_DIZZINESS:NO_FEVERS:PARALYZEIMMUNE:START:19000]
[CE_IMPAIR_FUNCTION:SEV:1000:PROB:100:RESISTABLE:BP:BY_TYPE:THOUGHT:ALL:BP:BY_TYPE:GUTS:ALL:START:190
00:PEAK:19000]
[ATTACK:IMPALE:BODYPART:BY_CATEGORY:PROBOSCIS]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:impale:impales]
[ATTACK_CONTACT_PERC:1]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:MAIN]
[SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:POISON:LIQUID:100:100]
[ATTACK_VELOCITY_MODIFIER:10000]
[SELECT_CASTE:PUKER]
[USE_MATERIAL_TEMPLATE:POISON:CREATURE_EXTRACT_TEMPLATE]
[STATE_NAME:ALL_SOLID:frozen puker vomit]
[STATE_ADJ:ALL_SOLID:frozen puker vomit]
[STATE_NAME:LIQUID:puker vomit]
[STATE_ADJ:LIQUID:puker vomit]
[STATE_NAME:GAS:puker vomit]
[STATE_ADJ:GAS:puker vomit]
[STATE_COLOR:ALL:GREEN]
[PREFIX:NONE]
[SYNDROME]
[SYN_NAME:puker vomit]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_IMMUNE_CREATURE:PUKER:ALL]
[SYN_CONTACT][SYN_INHALED][SYN_INGESTED][SYN_INJECTED]
[CE_VOMIT_BLOOD:SEV:1000:PROB:100:RESISTABLE:SIZE_DILUTES:START:1:PEAK:10:END:10000]
[CE_NAUSEA:SEV:1000:PROB:100:RESISTABLE:SIZE_DILUTES:START:1:PEAK:10:END:10000]
[CE_FEVER:SEV:1000:PROB:100:RESISTABLE:SIZE_DILUTES:START:1:PEAK:100:END:10000]
[CE_BLEEDING:SEV:4:PROB:100:RESISTABLE:SIZE_DILUTES:START:1:PEAK:10:END:50000]
[CE_BLISTERS:SEV:1000:PROB:100:RESISTABLE:SIZE_DILUTES:LOCALIZED:VASCULAR_ONLY:START:1:PEAK:10:END:10]
[CE_IMPAIR_FUNCTION:SEV:4:PROB:100:RESISTABLE:BP:BY_TYPE:THOUGHT:ALL:BP:BY_TYPE:GUTS:ALL:START:1:PEAK:
7000:END:35000]
[CE_SWELLING:SEV:4:PROB:100:RESISTABLE:BP:BY_TYPE:THOUGHT:ALL:BP:BY_TYPE:GUTS:ALL:START:1:PEAK:7000:EN
D:35000]
[CE_BLISTERS:SEV:1000:PROB:100:RESISTABLE:BP:BY_TYPE:THOUGHT:ALL:BP:BY_TYPE:GUTS:ALL:START:1:PEAK:7000:
END:35000]
[CE_OOZING:SEV:1000:PROB:100:RESISTABLE:BP:BY_TYPE:THOUGHT:ALL:BP:BY_TYPE:GUTS:ALL:START:1:PEAK:7000:E
ND:35000]
[CE_NUMBNESS:SEV:1000:PROB:100:RESISTABLE:BP:BY_TYPE:THOUGHT:ALL:BP:BY_TYPE:GUTS:ALL:START:1:PEAK:70
00:END:35000]
[CE_DIZZINESS:SEV:1000:PROB:100:RESISTABLE:SIZE_DILUTES:START:1:PEAK:10:END:10000]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:vomits]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
[CDI:MATERIAL:LOCAL_CREATURE_MAT:POISON:TRAILING_VAPOR_FLOW]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:50]
[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:FINGER:NAIL]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:slash:slashes]
[ATTACK_CONTACT_PERC:50]
[ATTACK_PENETRATION_PERC:30]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[SELECT_CASTE:BRUTE]
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:punch:punches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
[ATTACK_VELOCITY_MODIFIER:2000]
[SELECT_CASTE:EXPLODER]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:GAS]
[BOILING_POINT:1000000000]
[CREATURE_CLASS:GENERAL_POISON]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:GAS]
[BOILING_POINT:1000000000]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER:pale]
[TLCM_NOUN:skin:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:Red]
[TLCM_NOUN:eyes:PLURAL]
What determines whether an entity overruns the world during world-gen?
I thought it was mostly size that matters? Does the game even check for material strengths of units?What determines whether an entity overruns the world during world-gen?
The physical stats of a creature are checked during battles, high stats means more victories.
If they are just like sand, then let's just assume that they can make some sort of glass.In the raws, sand and gems have the same basic properties (melting point, etc.) but you can't really mod the glass furnace. I think it'd be more realistic to use gem powder as some kind of dopant to "dye" the sand, and go from there.
DFHack is the answer: anything (well, almost anything) is possible if you use DFHack. Your best bet is to use a lua hook and do all the logic from the DFHack side of things (you need a lua hook so you can destroy the reagents if needed, AFAIK this is just a matter of playing with some reaction flags). You will need to ask someone else for exact information about how to do some of the stuff, but just experimenting can get you quite a ways.I have a "poof" material for reactions like that: it boils off at room temperature and makes a cloud of blue mist.
One thing: If you create all your items from lua the dwarf will not gain experience from the reaction, make sure you ad some in the script.
Edit: How are you planning to keep failures from being reprocessed?
Ok so is there any way to add descriptions to items?I guess the lack of response means there isn't one. Crap.
Is there a way to make a specific part of a creature, for example the left hand, to be made of a different tissue material, like steel?You can coat it in steel with something like [TISSUE_LAYER:BY_TOKEN:LH:HANDSTEEL] (where HANDSTEEL is a local creature tissue you've made out of INORGANIC:STEEL) but making a standard bodypart entirely out of an odd material would require you to make your own body plan. Basically you build a BODY of all-but-the-left-hand, apply standard tissues to it, add a separate [BODY:LEFT_HAND_OF_DOOM] which is its own tiny body plan, and apply the above tissue layer. Since there are no other layers, the entire bodypart will be made of the stuff.
Is there a way to make a specific part of a creature, for example the left hand, to be made of a different tissue material, like steel?You can coat it in steel with something like [TISSUE_LAYER:BY_TOKEN:LH:HANDSTEEL] (where HANDSTEEL is a local creature tissue you've made out of INORGANIC:STEEL) but making a standard bodypart entirely out of an odd material would require you to make your own body plan. Basically you build a BODY of all-but-the-left-hand, apply standard tissues to it, add a separate [BODY:LEFT_HAND_OF_DOOM] which is its own tiny body plan, and apply the above tissue layer. Since there are no other layers, the entire bodypart will be made of the stuff.
Note that this is just the hand. It gets a bit more tedious if you want the fingers as well, but the same principles apply.
Actually, SET_LAYER_TISSUE lets you do this without mucking with the bodypart raws. It's a funny obscure tag that I don't think is used anywhere in the stock raws but it works fine.That's awesome and you are awesome for finding this.
Tested it with this example:
[SELECT_TISSUE_LAYER:ALL:BY_TOKEN:LH]
[SET_LAYER_TISSUE:SPLEEN]
And I successfully tore the spleen tissue and bruised the spleen tissue.
I did do that with one hit though so it seems to game might handle the combat text weirdly when you have multiple layers of same tissue. Depending on your needs you might still have to go with Dirts's method.
There's no such thing as [CDI:ADD_SYNDROME]; that goes in the actual interaction. Nyx nyx.
So it appears that Operation Yak Fleece was a success, and my yaks are now shearable. I didn't mod the tissue to be named wool, though (really, wool is more specific to sheep), so I'm getting yak hair to be spun into thread. Considering it's shorn, will it still be usable for making cloth?
Is there a way to get a creature to transform into another creature permanently?...Use a normal transformation with no END tag?
Wait...you can do that? Thanks!Is there a way to get a creature to transform into another creature permanently?...Use a normal transformation with no END tag?
Actually, SET_LAYER_TISSUE lets you do this without mucking with the bodypart raws. It's a funny obscure tag that I don't think is used anywhere in the stock raws but it works fine.That's awesome and you are awesome for finding this.
Tested it with this example:
[SELECT_TISSUE_LAYER:ALL:BY_TOKEN:LH]
[SET_LAYER_TISSUE:SPLEEN]
And I successfully tore the spleen tissue and bruised the spleen tissue.
I did do that with one hit though so it seems to game might handle the combat text weirdly when you have multiple layers of same tissue. Depending on your needs you might still have to go with Dirts's method.
I have literally gone over the wiki thousands of times and have been modding for years and I have never seen that tag.
Wow, thank you.
And is there a better way of testing if it works than attempting to saw off the limbs ofvictimstest subjects in Arena Mode?
Im running df osx 0.40.16 - I added tags [LIQUID_MISC_CREATURE] and [EDIBLE_COOKED] to [MATERIAL_TEMPLATE:BLOOD_TEMPLATE] and it allows blood to be permited into food stockpiles and, used as a reagent in kitchen reactions properly in fortress mode. The error log remains clear, would anyone know if this may cause unwanted effects in worldgen ?
Yea, I add the tags to an existing save to test its effect immediately, and have not generated a new world yet w/ them add.
Thanks for the reply, I just think blood, ichor, goo and such are real food ingredients, so it is logical
to give them that option, since they can be purchased at embark, and caravans bring them already.
My dwarves seemed to like the sasquatch blood stew, they went right for it, of course it did have dwarven beer,
and plump helmets in it :P
1. METAL:SILVER should be INORGANIC:SILVERMETAL still works, it does the same thing as INORGANIC though.
2. replace INORGANIC:SILVER with INORGANIC:NONE
1. METAL:SILVER should be INORGANIC:SILVERMETAL still works, it does the same thing as INORGANIC though.
2. replace INORGANIC:SILVER with INORGANIC:NONE
Also that's going to take bars of soap and coal. Adding [MAGMA_BUILD_SAFE] should do the trick, I don't think any of the non-metal bars survive 12000 urists.
1. METAL:SILVER should be INORGANIC:SILVERMETAL still works, it does the same thing as INORGANIC though.
2. replace INORGANIC:SILVER with INORGANIC:NONE
Also that's going to take bars of soap and coal. Adding [MAGMA_BUILD_SAFE] should do the trick, I don't think any of the non-metal bars survive 12000 urists.
It will not take soap and coal, since soap is CREATURE_MAT:creature:SOAP and coal is COAL:whatever
Does it actually replenish the blood reservoir of the sucker creature, though?
[FIREIMMUNE].
If you want to actually make it so it swims in lava happily without drowning, that's another story.
Check out magma crabs; they have a bit of info on that. Fire snakes, too.
Set the cat tissue to have a lower boiling point than its specific heat.
Also, another question. If you have a unit that is under a syndrome that reduces its speed to 95% of the original, and another of the same syndrome is applied, is the resultant speed 95% of the original or 95% of 95% of the original?
2. Neither, the game will summarily ignore the second application of the syndrome.In that case, what happens if a different syndrome that also reduces speed is applied?
Thank you! Your answers are much appreciated. Another question: How would I go about making an animal's wool more expensive? I want to make musk oxen shearable, and their fleece is considered one of the very nicest luxury fibers. I know there's a value multiplier for certain animals.
[SELECT_MATERIAL:HAIR]
[MATERIAL_VALUE:5] (or whatever)
Can I make a tree use a different material than wood?
Also, how do you get critters to breed? I know there's a [CHILD] tag you have to put somewhere.
In previous versions a child token was necessary as well, but now creatures without a child token will be born as full adults.Do you know what would have happened back then if only 1 of the 2 castes had the CHILD tag, as it is a caste tag? I don't remember when that was fixed and I'm not sure I want to download moar Dwarf Fortress.
I couldn't digest the articles on the wiki about interactions and syndromes. Anyone able to give me a laymen's term version? My problem is the basic structure; they're very "fluid" in that they can fit a ton of different roles. For instance I was able to create an interaction to make an item at a custom building but when I wanted to explore the other types of interactions I ran into problems.
I have 3 questions
Anyway to make more metal thread? Like example gold clothes if so how?
Anyway to make a reaction to get free candy cloth? I tried copying and pasting candy but changing it to candy cloth just makes generic cloth at work so can't post my reaction
And finally I'm modding my own people crusaders who storm towers and hoard slabs and books of life I'm using candy armor and weapons but wonder if I can make my own crusader armor (done) but as candy has poor crush protection(I think) I wonder if I could change it to make it super armor?
Cheers
1. Yes; in fact, it's pretty easy. Do what you did with the adamantine cloth product, but replace the material with GET_MATERIAL_FROM_REAGENT:A:NONE and add a REAGENT called A that is a metal (BAR:NONE:INORGANIC:NONE).
2. Yeah, don't know exactly your problem is. Probably didn't put INORGANIC:ADAMANTINE as the material correctly.
3. Adamantine has absolutely perfect crush protection.
Thanks the reaction has worked and makes what it claims to be adamantine cloth but my crafts dwarf wants one unused Adam cloth maybe something's wasn't meant to be 😄 like free Adam clothes
But I just replace the word Adam with gold and that's gold clothes?
Unless instead of inorganic I change it to metal? I shall try that
Is it still possible to intentionally kill off civs in worldgen?[CARNIVORE]?
Gave a race CHILD and LITTERSIZE 100 and MAXAGE 5:5 in the hope they would make a few towns/cities and then die off, dotting the landscape with ruins.
However, they almost always survive for over 200 years - looking through legends, it looks like new members are popping out of the ether to replace the dead.
Is there some way to stop the civ from spawning new members and avoiding extinction?
Is it still possible to intentionally kill off civs in worldgen?Why not take away their capability to reproduce and in their entity raws, give them an insanely high starting pop number?
Gave a race CHILD and LITTERSIZE 100 and MAXAGE 5:5 in the hope they would make a few towns/cities and then die off, dotting the landscape with ruins.
However, they almost always survive for over 200 years - looking through legends, it looks like new members are popping out of the ether to replace the dead.
Is there some way to stop the civ from spawning new members and avoiding extinction?
Is it still possible to intentionally kill off civs in worldgen?[CARNIVORE]?
Gave a race CHILD and LITTERSIZE 100 and MAXAGE 5:5 in the hope they would make a few towns/cities and then die off, dotting the landscape with ruins.
However, they almost always survive for over 200 years - looking through legends, it looks like new members are popping out of the ether to replace the dead.
Is there some way to stop the civ from spawning new members and avoiding extinction?
I think it's related to civs not needing [BABY:X] and [CHILD:X] anymore.Is it still possible to intentionally kill off civs in worldgen?[CARNIVORE]?
Gave a race CHILD and LITTERSIZE 100 and MAXAGE 5:5 in the hope they would make a few towns/cities and then die off, dotting the landscape with ruins.
However, they almost always survive for over 200 years - looking through legends, it looks like new members are popping out of the ether to replace the dead.
Is there some way to stop the civ from spawning new members and avoiding extinction?
Carnivores don't seem to die off anymore, several worlds I've genned with my mod have had dingo men civilisations as the dominant lifeform on the planet.
I think it's related to civs not needing [BABY:X] and [CHILD:X] anymore.It's more likely because historical figures no longer starve to death in world gen. Entity populations still can starve.
I wonder why would Toady change that?I think it's related to civs not needing [BABY:X] and [CHILD:X] anymore.It's more likely because historical figures no longer starve to death in world gen. Entity populations still can starve.
Why not take away their capability to reproduce and in their entity raws, give them an insanely high starting pop number?
I wonder why would Toady change that?I think it's related to civs not needing [BABY:X] and [CHILD:X] anymore.It's more likely because historical figures no longer starve to death in world gen. Entity populations still can starve.
I might be missing something basic, but that's what it is. The starvation was causing the vast majority of the deaths in world gen and making the memory/speed situation impossible (since they'd be replaced quickly by children and elevated pop figs over and over as the famine continued etc.). In addition, it was starving historical figures at the same rate as the entity population, but we could reason that the reason these guys are historical is that they are the ones that didn't starve at random.
Also, START_GROUP_NUMBER seems to have been removed in v0.40.x.It's been doing nothing for a long while, since the introduction of entity populations. It's just been kept around for raw compatibility, I guess.
1: If I changed something in the main raws, say, the weight of a metal, would that affect already genned worlds????
2: How would I make a smelter reaction require bones of a dragon? I remember someone told me a general way to do it, but I couldn't quite understand it and kind of messed up.[REAGENT:<whatever>:1:NONE:NONE:CREATURE_MAT:DRAGON:BONE][USE_BODY_COMPONENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT] (maybe slap [ANY_BONE_MATERIAL] on at the end for good measure) placed into the smelter reaction will make it need 1 unspecified item made of dragon bone. The item must have been part of a living creature. If the item comes in a stack greater than one, disregard it an make the normal amount of product for the reaction.
EDIT: It would only require one dragon, correct? So splitting them up into 1 bone stacks through trade would maximize production?I'm not sure it's possible to split bone stacks properly (I know Toady did some fixing with stacks recently but I don't know what actually changed >:(). A workaround would be to require an item made from the material that it normally can't be made into and the only way to make it would be a custom reaction requiring a dragon bone stack(like before) but without [DOES_NOT_DETERMINE_PRODUCT_AMOUNT], so a stack of 30 would make 30 of them. You could then use each individual bone from the stack properly.
If I wanted to create a giant version of a wolf but call it a dire wolf instead of a giant wolf, what would I have to tweak for that?
Since the topic I made didn't get an answer, how do I add pets to specific civilizations?
Crap, that combined with the fact that you apparently can't have multiple creatures in one entity kinda ruins my plans.
Is using castes the only way to have different creatures under the same entity flag?
How strongly do they conflict? Keep in mind how different dwarf and elf ethics are, and yet they're usually more or less at peace with each other. Try pushing the ethics conflicts to the extreme - either UNTHINKABLE or ACCEPTABLE.
If that doesn't work, you could always give some of them SKULKING or BABYSNATCHER, which will put them into the same 'faction' as kobolds and goblins, respectively.
Is there a way to get a creature to throw boulders? Like a fireball, but boulder tossing instead?
[CASTE:MALE]
[MALE]
[SET_BP_GROUP:BY_TYPE:LOWERBODY][BP_ADD_TYPE:GELDABLE]
Also, the [LIKES_FIGHTING] tag has been decommissioned. Get rid of those, they do nothing now.
Do non-vanilla custom BPs get added to procedurally genned monsters? Say if I append the trunk with teeth or a create a new three-legged bodypart?
[TISSUE_TEMPLATE:FEATHER_TEMPLATE]
[TISSUE_NAME:feather:STP]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:FEATHER]
[RELATIVE_THICKNESS:2]
[SUBORDINATE_TO_TISSUE:SKIN]
[SUBORDINATE_TO_TISSUE:SCALE]
[INSULATION:100]
[TISSUE_SHAPE:FEATHERS]
Trying to make feathered dinosaurs, but feathers are listed in the tissue template as subordinate to skin only. I've tried adding a line for Scales but no dice. Advice?
I want my wolf-eagle hybrids (aquiloups) to have mostly-furry bodies and feathered wings, as well as big nasty talons on all four feet. How do?
Just as importantly, how feasible are giant fluffy wamblers that you can shear for their fluff?
[USE_MATERIAL_TEMPLATE:TALON:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:TALON:TALON_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:TOE:TALON:FRONT]
[USE_MATERIAL_TEMPLATE:FLUFF:HAIR_TEMPLATE]
[STATE_NAME:ALL_SOLID:fluff]
[STATE_ADJ:ALL_SOLID:fluff]
[YARN]
[SET_TL_GROUP:BY_CATEGORY:ALL:FLUFF]
[TL_COLOR_MODIFIER:WHITE:1]
[TLCM_NOUN:fluff:SINGULAR]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:0:0:0:0:0:0:0]
[APP_MOD_NOUN:fluff: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]
Just pasted the dire wolf to the raws, and they're officially part of the world! Haven't seen 'em in action, but if legends mode is anything to go by, these guys don't fuck around. One of them ate a grizzly bear, two trolls, a cougar, a sasquatch(!), and even a regular-sized wolf. So I guess you could say it's a...
/sunglasses
...dog-eat-dog world.
But Triskelli's question is pretty relevant for me, actually. I want my wolf-eagle hybrids (aquiloups) to have mostly-furry bodies and feathered wings, as well as big nasty talons on all four feet. How do?
Just as importantly, how feasible are giant fluffy wamblers that you can shear for their fluff?
[PLANT:TEA] camellia sinensis
[NAME:tea plant][NAME_PLURAL:tea plants][ADJ:tea]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[ITEM_REACTION_PRODUCT:BAG_ITEM:PLANT_GROWTH:LEAVES:LOCAL_PLANT_MAT:LEAF]
[ITEM_REACTION_PRODUCT:BAG_ITEM:PLANT_GROWTH:FLOWERS:LOCAL_PLANT_MAT:FLOWER]
[MATERIAL_REACTION_PRODUCT:DRINK_MAT:LOCAL_PLANT_MAT:DRINK]
[MATERIAL_REACTION_PRODUCT:SEED_MAT:LOCAL_PLANT_MAT:SEED]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[DRY][BIOME:ANY_TROPICAL][BIOME:ANY_TEMPERATE]
[VALUE:4]
[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen green tea kombucha]
[STATE_NAME_ADJ:LIQUID:green tea kombucha]
[STATE_NAME_ADJ:GAS:boiling green tea kombucha]
[MATERIAL_VALUE:4]
[DISPLAY_COLOR:6:0:0]
[PREFIX:NONE]
[DRINK:LOCAL_PLANT_MAT:DRINK]
[SPRING][SUMMER][AUTUMN][WINTER]
[USE_MATERIAL_TEMPLATE:LEAF:LEAF_TEMPLATE]
[MATERIAL_REACTION_PRODUCT:DRINK_MAT:LOCAL_PLANT_MAT:DRINK]
[STATE_COLOR:ALL:GREEN]
[DISPLAY_COLOR:2:0:0]
[MATERIAL_VALUE:4]
[EDIBLE_COOKED]
[STOCKPILE_PLANT_GROWTH]
[DRINK:LOCAL_PLANT_MAT:DRINK]
[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen black tea kombucha]
[STATE_NAME_ADJ:LIQUID:black tea kombucha]
[STATE_NAME_ADJ:GAS:boiling black tea kombucha]
[MATERIAL_VALUE:4]
[DISPLAY_COLOR:6:0:0]
[PREFIX:NONE]
[USE_MATERIAL_TEMPLATE:FLOWER:FLOWER_TEMPLATE]
[MATERIAL_REACTION_PRODUCT:DRINK_MAT:LOCAL_PLANT_MAT:DRINK]
[STATE_COLOR:ALL:WHITE]
[DISPLAY_COLOR:7:0:1]
[MATERIAL_VALUE:4]
[EDIBLE_COOKED]
[STOCKPILE_PLANT_GROWTH]
[DRINK:LOCAL_PLANT_MAT:DRINK]
[USE_MATERIAL_TEMPLATE:DRINK:FLOWER_ALCOHOL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen white tea kombucha]
[STATE_NAME_ADJ:LIQUID:white tea kombucha]
[STATE_NAME_ADJ:GAS:boiling white tea kombucha]
[MATERIAL_VALUE:4]
[DISPLAY_COLOR:6:0:0]
[PREFIX:NONE]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:1]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[SEED:tea plant seed:tea plant seeds:0:0:1:LOCAL_PLANT_MAT:SEED]
[FREQUENCY:50]
[CLUSTERSIZE:5]
[PREFSTRING:-beer]
[GROWTH:LEAVES]
[GROWTH_NAME:tea leaf:tea leaves]
[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:LEAF]
[GROWTH_DENSITY:1000]
[GROWTH_PRINT:0:6:2:0:0:ALL:1]
[GROWTH:FLOWERS]
[GROWTH_NAME:tea flower cluster:STP]
[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:FLOWER]
[GROWTH_DENSITY:1000]
[GROWTH_TIMING:60000:119999]
[GROWTH_PRINT:5:5:5:0:1:60000:119999:2]
Also, you're defining the same ITEM_REACTION_PRODUCT twice.
What does the [APPLY_CREATURE_VARIATION:ANIMAL_PERSON] tag actually imply? Insofar as size modifiers, especially.
Is there perhaps a way to get both the leaves and the flowers via a custom reaction that requires two bags?
[REACTION:SMEE_DRAFT_REACTION]
[NAME:make Smee Plant into two things]
[BUILDING:SMEE_CUSTOM_WORKSHOP:CUSTOM_A]
[REAGENT:smeeplant:1:PLANT:NONE:PLANT_MAT:SMEE_PLANT:STRUCTURAL]
[REAGENT:bagA:1:BOX:NONE:NONE:NONE][EMPTY][BAG][PRESERVE_REAGENT]
[REAGENT:bagB:1:BOX:NONE:NONE:NONE][EMPTY][BAG][PRESERVE_REAGENT]
[PRODUCT:100:1:PLANT:NONE:PLANT_MAT:SMEE_PLANT:FIRST_PLANT_MATERIAL]
[PRODUCT_TO_CONTAINER:bagA]
[PRODUCT:100:1:PLANT:NONE:PLANT_MAT:SMEE_PLANT:SECOND_PLANT_MATERIAL]
[PRODUCT_TO_CONTAINER:bagB]
Is there perhaps a way to get both the leaves and the flowers via a custom reaction that requires two bags?
It should be possible, if complicated.
You'll probably have your 2 bags be separate reagents with unique identifiers, and make appropriate use of tokens like
[BAG][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT][EMPTY] and [PRODUCT_TO_CONTAINER:xxxx]
just as a very rough draftCode: [Select][REACTION:SMEE_DRAFT_REACTION]
[NAME:make Smee Plant into two things]
[BUILDING:SMEE_CUSTOM_WORKSHOP:CUSTOM_A]
[REAGENT:smeeplant:1:PLANT:NONE:PLANT_MAT:SMEE_PLANT:STRUCTURAL]
[REAGENT:bagA:1:BOX:NONE:NONE:NONE][EMPTY][BAG][PRESERVE_REAGENT]
[REAGENT:bagB:1:BOX:NONE:NONE:NONE][EMPTY][BAG][PRESERVE_REAGENT]
[PRODUCT:100:1:PLANT:NONE:PLANT_MAT:SMEE_PLANT:FIRST_PLANT_MATERIAL]
[PRODUCT_TO_CONTAINER:bagA]
[PRODUCT:100:1:PLANT:NONE:PLANT_MAT:SMEE_PLANT:SECOND_PLANT_MATERIAL]
[PRODUCT_TO_CONTAINER:bagB]
note, i've done very little modding in DF2014, so check anything i say against the wiki. Which is good practice anyway, to make sure you understand what's going on, even in those cases where the help you get here is accurate ;)
Call on what?
The second what?
How is obsidian the only stone that can be made into short swords? Also, how do I make it possible to craft items(such as weapons) only out of sharpened rocks?
[REACTION:PROCESS_TEA_TO_BAG]
[NAME:process tea to bag]
[BUILDING:FARMER:CUSTOM_B]
[REAGENT:tea:1:PLANT:NONE:PLANT_MAT:TEA:STRUCTURAL]
[HAS_MATERIAL_REACTION_PRODUCT:BAG_TEA]
[UNROTTEN]
[REAGENT:bagA:1:BOX:NONE:NONE:NONE][EMPTY][BAG][PRESERVE_REAGENT]
[EMPTY]
[BAG]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:bagB:1:BOX:NONE:NONE:NONE][EMPTY][BAG][PRESERVE_REAGENT]
[EMPTY]
[BAG]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:1:PLANT:NONE:PLANT_MAT:TEA:LEAF]
[PRODUCT_TO_CONTAINER:bagA]
[PRODUCT:100:1:PLANT:NONE:PLANT_MAT:TEA:FLOWER]
[PRODUCT_TO_CONTAINER:bagB]
[PRODUCT:100:1:SEEDS:NONE:GET_MATERIAL_FROM_REAGENT:plant:SEED_MAT]
[SKILL:PROCESSPLANTS]
[PLANT:TEA] camellia sinensis
[NAME:tea plant][NAME_PLURAL:tea plants][ADJ:tea]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[ITEM_REACTION_PRODUCT:BAG_TEA]
[MATERIAL_REACTION_PRODUCT:DRINK_MAT:LOCAL_PLANT_MAT:DRINK]
[MATERIAL_REACTION_PRODUCT:SEED_MAT:LOCAL_PLANT_MAT:SEED]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[DRY][BIOME:ANY_TROPICAL][BIOME:ANY_TEMPERATE]
[VALUE:4]
[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen green tea kombucha]
[STATE_NAME_ADJ:LIQUID:green tea kombucha]
[STATE_NAME_ADJ:GAS:boiling green tea kombucha]
[MATERIAL_VALUE:4]
[DISPLAY_COLOR:6:0:0]
[PREFIX:NONE]
[DRINK:LOCAL_PLANT_MAT:DRINK]
[SPRING][SUMMER][AUTUMN][WINTER]
[USE_MATERIAL_TEMPLATE:LEAF:LEAF_TEMPLATE]
[MATERIAL_REACTION_PRODUCT:DRINK_MAT:LOCAL_PLANT_MAT:DRINK]
[STATE_COLOR:ALL:GREEN]
[DISPLAY_COLOR:2:0:0]
[MATERIAL_VALUE:4]
[EDIBLE_COOKED]
[STOCKPILE_PLANT_GROWTH]
[DRINK:LOCAL_PLANT_MAT:DRINK]
[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen black tea kombucha]
[STATE_NAME_ADJ:LIQUID:black tea kombucha]
[STATE_NAME_ADJ:GAS:boiling black tea kombucha]
[MATERIAL_VALUE:4]
[DISPLAY_COLOR:6:0:0]
[PREFIX:NONE]
[USE_MATERIAL_TEMPLATE:FLOWER:FLOWER_TEMPLATE]
[MATERIAL_REACTION_PRODUCT:DRINK_MAT:LOCAL_PLANT_MAT:DRINK]
[STATE_COLOR:ALL:WHITE]
[DISPLAY_COLOR:7:0:1]
[MATERIAL_VALUE:4]
[EDIBLE_COOKED]
[STOCKPILE_PLANT_GROWTH]
[DRINK:LOCAL_PLANT_MAT:DRINK]
[USE_MATERIAL_TEMPLATE:DRINK:FLOWER_ALCOHOL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen white tea kombucha]
[STATE_NAME_ADJ:LIQUID:white tea kombucha]
[STATE_NAME_ADJ:GAS:boiling white tea kombucha]
[MATERIAL_VALUE:4]
[DISPLAY_COLOR:6:0:0]
[PREFIX:NONE]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:1]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[SEED:tea plant seed:tea plant seeds:0:0:1:LOCAL_PLANT_MAT:SEED]
[FREQUENCY:50]
[CLUSTERSIZE:5]
[PREFSTRING:-kombucha]
[GROWTH:LEAVES]
[GROWTH_NAME:tea leaf:tea leaves]
[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:LEAF]
[GROWTH_DENSITY:1000]
[GROWTH_PRINT:0:6:2:0:0:ALL:1]
[GROWTH:FLOWERS]
[GROWTH_NAME:tea flower cluster:STP]
[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:FLOWER]
[GROWTH_DENSITY:1000]
[GROWTH_TIMING:60000:119999]
[GROWTH_PRINT:5:5:5:0:1:60000:119999:2]
[CREATURE:AQUILOUP]
[DESCRIPTION:A wolf-like creature with an eagle's broad wings and razor-sharp talons instead of paws. It can be seen flying high above the virtuous temperate lands.]
[NAME:aquiloup:aquiloups:aquiloup]
[CASTE_NAME:aquiloup:aquiloups:aquiloups]
[CHILD:1][GENERAL_CHILD_NAME:aquiloup pup:aquiloup pups]
[CREATURE_TILE:'A'][COLOR:6:7:1]
[LARGE_PREDATOR][MEANDERER]
[LARGE_ROAMING][FREQUENCY:5]
[BIOME:TUNDRA]
[BIOME:FOREST_TAIGA]
[BIOME:ANY_TEMPERATE_FOREST]
[BIOME:SHRUBLAND_TEMPERATE]
[BIOME:MOUNTAIN]
[POPULATION_NUMBER:10:20]
[CLUSTER_NUMBER:3:7]
[GRASSTRAMPLE:0][NATURAL]
[PETVALUE:1000]
[PET_EXOTIC]
[TRAINABLE]
[GOOD]
[FLIER]
[MOUNT_EXOTIC]
[FANCIFUL]
[BONECARN]
[PREFSTRING:elaborate courtship flights]
[PREFSTRING:noble features]
[PREFSTRING:devoted parenting]
[BODY:QUADRUPED_NECK:2WINGS: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:TALON]
[BODY_DETAIL_PLAN: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:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:TALON: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:0:0:4000]
[BODY_SIZE:1:0:20000]
[BODY_SIZE:2:0:40000]
[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:20:40]
[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:claw:claws]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:SECOND]
[DIURNAL]
[HOMEOTHERM:10070]
[APPLY_CREATURE_VARIATION:STANDARD_QUADRUPED_GAITS:900:447:298:149:1900:2900] 59 kph
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:6561:6115:5683:1755:7456:8567] 5 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:6561:6115:5683:1755:7456:8567] 5 kph
[SWIMS_INNATE]
[MUNDANE]
[CASTE:FEMALE]
[FEMALE]
[CASTE:MALE]
[MALE]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:ALL:HAIR]
[TL_COLOR_MODIFIER:WHITE:1:SILVER:1:PEARL: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:IRIS_EYE_AMBER:1:ORANGE:1:GOLD:1]
[TLCM_NOUN:eyes:PLURAL]
[SELECT_MATERIAL:ALL]
[MULTIPLY_VALUE:4]
If I add ITEMS_ARMOR or ITEMS_WEAPON to a bunch of metals and then gen a world will I encounter goblins and humans wearing bismuth or tin armor/swords?
okay so I've started testing my plant but it won't show up. I was going to force it to grow in a field, but it is not an option, not when I add the tag [underground_depth:1:1] does it show up for purchase in the embark screen, the current tags allow it to grow in dry wet any tropical and any temperate and this is a temperate embark.
edit: okay I figured it out and even figured out why my flowers weren't being brewed.
My problem now is, when I had my dwarves harvest plants, they didn't collect any tea plants, is there a quick way to check and see if they are occurring naturally? Other than just gathering around the whole map?
If I add ITEMS_ARMOR or ITEMS_WEAPON to a bunch of metals and then gen a world will I encounter goblins and humans wearing bismuth or tin armor/swords?
Yeah, they should.okay so I've started testing my plant but it won't show up. I was going to force it to grow in a field, but it is not an option, not when I add the tag [underground_depth:1:1] does it show up for purchase in the embark screen, the current tags allow it to grow in dry wet any tropical and any temperate and this is a temperate embark.
edit: okay I figured it out and even figured out why my flowers weren't being brewed.
My problem now is, when I had my dwarves harvest plants, they didn't collect any tea plants, is there a quick way to check and see if they are occurring naturally? Other than just gathering around the whole map?
Oh that's hilariously simple... use k, then look at the bushes.
Lately in my fort I set a gather plants order in a rectangle looking for vine whips but then I realized 0.40 put the plant's names with k, so i just looked for vine whips and designed them. Problem solved.
[CREATURE:AQUILOUP]
[DESCRIPTION:A wolf-like creature with an eagle's broad wings and razor-sharp talons instead of paws. It can be seen flying high above the virtuous temperate lands.]
[NAME:aquiloup:aquiloups:aquiloup]
[CASTE_NAME:aquiloup:aquiloups:aquiloups]
[CHILD:1][GENERAL_CHILD_NAME:aquiloup pup:aquiloup pups]
[CREATURE_TILE:'A'][COLOR:6:7:1]
[LARGE_PREDATOR][MEANDERER]
[LARGE_ROAMING][FREQUENCY:5]
[BIOME:TUNDRA]
[BIOME:FOREST_TAIGA]
[BIOME:ANY_TEMPERATE_FOREST]
[BIOME:SHRUBLAND_TEMPERATE]
[BIOME:MOUNTAIN]
[POPULATION_NUMBER:10:20]
[CLUSTER_NUMBER:3:7]
[GRASSTRAMPLE:0][NATURAL]
[PETVALUE:1000]
[PET_EXOTIC]
[TRAINABLE]
[GOOD]
[FLIER]
[MOUNT_EXOTIC]
[FANCIFUL]
[BONECARN]
[PREFSTRING:elaborate courtship flights]
[PREFSTRING:noble features]
[PREFSTRING:devoted parenting]
[BODY:QUADRUPED_NECK:2WINGS: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:TALON]
[BODY_DETAIL_PLAN: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:FEATHER_FEATHER_TEMPLATE]
[USE_TISSUE_TEMPLATE:FEATHER:FEATHER_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:WING]
[USE_MATERIAL_TEMPLATE:TALON:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:TALON:NAIL_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:TOE:TALON:FRONT]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[BODY_SIZE:0:0:4000]
[BODY_SIZE:1:0:20000]
[BODY_SIZE:2:0:40000]
[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:20:40]
[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:claw:claws]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:SECOND]
[DIURNAL]
[HOMEOTHERM:10070]
[APPLY_CREATURE_VARIATION:STANDARD_QUADRUPED_GAITS:900:447:298:149:1900:2900] 59 kph
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:6561:6115:5683:1755:7456:8567] 5 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:6561:6115:5683:1755:7456:8567] 5 kph
[SWIMS_INNATE]
[MUNDANE]
[CASTE:FEMALE]
[FEMALE]
[CASTE:MALE]
[MALE]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:ALL:HAIR]
[TL_COLOR_MODIFIER:WHITE:1:SILVER:1:PEARL: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:IRIS_EYE_AMBER:1:ORANGE:1:GOLD:1]
[TLCM_NOUN:eyes:PLURAL]
[SELECT_MATERIAL:ALL]
[MULTIPLY_VALUE:4]
Also, I have a custom reaction for the farmer's workshop that is process tea to bag, but it doesn't show up in the farmer's workshop.
I have placed everything in the appropriate file.
QuoteAlso, I have a custom reaction for the farmer's workshop that is process tea to bag, but it doesn't show up in the farmer's workshop.
I have placed everything in the appropriate file.
perhaps you didn't permit the reaction in the entity file?
Well, I couldn't seem to find any coding for wing attacks (I would've thought it would be in one of the parakeet raws), so I've left that out for right now. Is there a way to remove tissue layers from only certain parts of the body? I can tell that I'm making progress. I also would like to make it so that feathers are included, but are always the same color as the fur. On the other hand it might be neat to have the flight feathers be darker, kind of like in snow geese.I'm on a phone so I can't do the code, but it is easy to make the feathers the same color as the fur... Just select them both and apply the color. Use a noun like "fur and feathers" to make the description read properly.Code: [Select][CREATURE:AQUILOUP]
[DESCRIPTION:A wolf-like creature with an eagle's broad wings and razor-sharp talons instead of paws. It can be seen flying high above the virtuous temperate lands.]
[NAME:aquiloup:aquiloups:aquiloup]
[CASTE_NAME:aquiloup:aquiloups:aquiloups]
[CHILD:1][GENERAL_CHILD_NAME:aquiloup pup:aquiloup pups]
[CREATURE_TILE:'A'][COLOR:6:7:1]
[LARGE_PREDATOR][MEANDERER]
[LARGE_ROAMING][FREQUENCY:5]
[BIOME:TUNDRA]
[BIOME:FOREST_TAIGA]
[BIOME:ANY_TEMPERATE_FOREST]
[BIOME:SHRUBLAND_TEMPERATE]
[BIOME:MOUNTAIN]
[POPULATION_NUMBER:10:20]
[CLUSTER_NUMBER:3:7]
[GRASSTRAMPLE:0][NATURAL]
[PETVALUE:1000]
[PET_EXOTIC]
[TRAINABLE]
[GOOD]
[FLIER]
[MOUNT_EXOTIC]
[FANCIFUL]
[BONECARN]
[PREFSTRING:elaborate courtship flights]
[PREFSTRING:noble features]
[PREFSTRING:devoted parenting]
[BODY:QUADRUPED_NECK:2WINGS: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:TALON]
[BODY_DETAIL_PLAN: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:FEATHER_FEATHER_TEMPLATE]
[USE_TISSUE_TEMPLATE:FEATHER:FEATHER_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:WING]
[USE_MATERIAL_TEMPLATE:TALON:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:TALON:NAIL_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:TOE:TALON:FRONT]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[BODY_SIZE:0:0:4000]
[BODY_SIZE:1:0:20000]
[BODY_SIZE:2:0:40000]
[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:20:40]
[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:claw:claws]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:SECOND]
[DIURNAL]
[HOMEOTHERM:10070]
[APPLY_CREATURE_VARIATION:STANDARD_QUADRUPED_GAITS:900:447:298:149:1900:2900] 59 kph
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:6561:6115:5683:1755:7456:8567] 5 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:6561:6115:5683:1755:7456:8567] 5 kph
[SWIMS_INNATE]
[MUNDANE]
[CASTE:FEMALE]
[FEMALE]
[CASTE:MALE]
[MALE]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:ALL:HAIR]
[TL_COLOR_MODIFIER:WHITE:1:SILVER:1:PEARL: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:IRIS_EYE_AMBER:1:ORANGE:1:GOLD:1]
[TLCM_NOUN:eyes:PLURAL]
[SELECT_MATERIAL:ALL]
[MULTIPLY_VALUE:4]
All the creature files seem to have been updated in November. I assume it's the gelding
( [SET_BP_GROUP:BY_TYPE:LOWERBODY][BP_ADD_TYPE:GELDABLE] )
and the permitted job in the entity file?
Is there anything else that needs to be updated?
Addendum:
Is there any real point to the growths on crops, like strawberry leaves, that aren't stockpilables?
My question: How does DF know which RAWs to use? Like, can I grab a monster list RAW from, say, MW, and just stick it in my RAWs directory and it will get used?
My question: How does DF know which RAWs to use? Like, can I grab a monster list RAW from, say, MW, and just stick it in my RAWs directory and it will get used?
So long as it's put in properly, yes. The game won't differentiate between mods. It looks for valid objects within the raw folder, and loads them from there.
Ah, okay. So a trident would have no triple hit ability.But at least you can make a trident trap!
Might need a custom reaction to make a meat tree butcherable. Or at least turn it into an edible item. The result of cutting a meat tree down would basically just be logs made of meat.
One funny thing is that they can still be brought to a carpentry workshop and made into furniture.
Can't say I know why your barrel stays empty,but your second reaction has a few errors. EDIT: Wait, I just found it. Hopefully. The problem is likely in the plant definition. It's just a minor spelling mistake. [MATERIAL_REACTION_PRODUCT:SYRUP_MAT:LCOAL_PLANT_MAT:SYRUP]
The second reaction calls for a reagent with [HAS_MATERIAL_REACTION_PRODUCT:RUM_MAT], but you do not have a RUM_MAT in the plant.
Additionally, DRINK_NONE in the product line should be DRINK:NONE
What would the reaction be to turn eggs into stone/blocks by means of a workshop.
I have no experience with modding at all and I would like to get into it what is the best way of learning it.
[REACTION:MAKE_EGG_BRICKS]
[NAME:make egg bricks]
[BUILDING:KITCHEN:NONE]
[REAGENT:egg:1:EGG:NONE:NONE:NONE]
[PRODUCT:100:1:BLOCKS:NONE:GET_MATERIAL_FROM_REAGENT:egg:NONE]
[SKILL:COOK]
./hack/lua/plugins/stockflow.lua:390: attempt to index local 'entity' (a nil value)
stack traceback:
./hack/lua/plugins/stockflow.lua:390: in function 'collect_reactions'
./hack/lua/plugins/stockflow.lua:34: in function <./hack/lua/plugins/stockflow.lua:33>
Could not load stockflow world data!
[CREATURE:BONGO]
[DESCRIPTION: A large, heavy-bodied antelope with large, curving horns and striking white markings.]
[NAME:bongo:bongos:bongo]
[CASTE_NAME:bongo:bongos:bongo]
[CHILD:1][GENERAL_CHILD_NAME:bongo calf:bongo calves]
[CREATURE_TILE:'B'][COLOR:7:0:1]
[PETVALUE:500][NATURAL]
[LARGE_ROAMING][MEANDERER]
[STANDARD_GRAZER]
[PET_EXOTIC]
[MOUNT_EXOTIC]
[VISION_ARC:50:310]
[PREFSTRING:attractive markings]
[PREFSTRING:graceful horns]
[BIOME:SHRUBLAND_TROPICAL]
[BIOME:FOREST_TROPICAL_MOIST_BROADLEAF]
[BODY:QUADRUPED_NECK_HOOF:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:MOUTH:TONGUE:GENERIC_TEETH:RIBCAGE:2HEAD_HORN]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[USE_MATERIAL_TEMPLATE:HOOF:HOOF_TEMPLATE]
[USE_MATERIAL_TEMPLATE:HORN:HORN_TEMPLATE]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[USE_TISSUE_TEMPLATE:HOOF:HOOF_TEMPLATE]
[USE_TISSUE_TEMPLATE:HORN:HORN_TEMPLATE]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]
[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]
[CASTE:FEMALE]
[FEMALE]
[MULTIPLE_LITTER_RARE]
[BODY_SIZE:0:0:19000]
[BODY_SIZE:1:0:75000]
[BODY_SIZE:5:0:220000]
[CASTE:MALE]
[MALE]
[BODY_SIZE:0:0:19000]
[BODY_SIZE:2:0:100000]
[BODY_SIZE:5:0:300000]
[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:KICK:BODYPART:BY_CATEGORY:HOOF_FRONT]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:4:4]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_WITH]
[ATTACK_FLAG_BAD_MULTIATTACK]
[ATTACK:KICK:BODYPART:BY_CATEGORY:HOOF_REAR]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:4:4]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_WITH]
[ATTACK_FLAG_BAD_MULTIATTACK]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_CANLATCH]
[ATTACK:HGORE:BODYPART:BY_CATEGORY:HORN]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:gore:gores]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[CREPUSCULAR]
[HOMEOTHERM:10068]
[APPLY_CREATURE_VARIATION:STANDARD_QUADRUPED_GAITS:900:375:250:125:1900:2900] 70 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
[SET_TL_GROUP:BY_CATEGORY:ALL:HAIR]
[TL_COLOR_MODIFIER:STRIPES_CHESTNUT_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:IRIS_EYE_BLACK:1]
[TLCM_NOUN:eyes:PLURAL]
[SELECT_MATERIAL:ALL]
[MULTIPLY_VALUE:3]
I'm trying to make a big, armored creature with a club-like tail (http://www.prehistoric-wildlife.com/species/d/doedicurus.html), that in real life couldn't really see where it was going to hit. Is there a way to lessen the precision of an attack in the raws? I don't use DFHack, by the way. I'd like to have a hard-hitting but unlikely-to-land move for my beast, but I don't know how to implement it. Any suggestions?
I'm trying to make a big, armored creature with a club-like tail (http://www.prehistoric-wildlife.com/species/d/doedicurus.html), that in real life couldn't really see where it was going to hit. Is there a way to lessen the precision of an attack in the raws? I don't use DFHack, by the way. I'd like to have a hard-hitting but unlikely-to-land move for my beast, but I don't know how to implement it. Any suggestions?
Beyond giving the creature no skill the attack is associated with, and just making it slower, I got nothing really...
Making it hit hard is pretty easy though. Just increase velocity, and keep contact area somewhat small if you want it to be effective against armor.
Can I make an attack that only works if the shell is still intact? I've seen shells be cut off before, I'd like a killer turtle creature I'm making to have a shell based claw-like attack. Can I designate the shell as the attacking body part?Yes, it's definitely possible.
What may be causing the "FARMING CIVILIZATION PLACED WITHOUT CROPS" rejection at worldgen? It didn't happen in 0.34.
In my quest to make good-aligned areas less boring, I've sought to design a phoenix. Large bird? Check. On fire? Check. Comes back to life? Uh...
I know you can get corpses to drop stuff other than animal parts, but I don't know if it would be possible to make the "corpse" be a phoenix hatchling, or if you could make it so that if you don't butcher the corpse in time, it spawns said hatchling instead of rotting like normal.
Is there a way to remove a specific body part from the creature file? Let's say I want a creature to have two heads, one with ears, the other without. I'd like to avoid messing with body plans though. I could create new body parts, but I want to keep it to one file.
I posted a separate thread, but thought I might also inquire here where there is more activity; but a generic 'have you ever encountered' kind of question, regarding added/creature_variation'd animals having duplicates in game, the second pairing of which crash the game when they appear or created in arena mode. Maybe someone' encountered that before and has some experience with the nature of the cause?
How do I get a creature to randomly generate, similar to FBs/Titans?
Any way to artificially increase the age of interaction-user? I want to have a super-powerful spell that will artificially age the character a few years.
If it's not on this page, there is no way for an interaction to do it (http://dwarffortresswiki.org/index.php/DF2014:Syndrome), with the exception of BP bumps, animation and resurrection.I presume there's an extremely easy way to do this with DFHack?
Any way to artificially increase the age of interaction-user? I want to have a super-powerful spell that will artificially age the character a few years.If it's not on this page, there is no way for an interaction to do it (http://dwarffortresswiki.org/index.php/DF2014:Syndrome), with the exception of BP bumps, animation and resurrection.I presume there's an extremely easy way to do this with DFHack?
Would it be possible to create a gelding-like reaction at a workshop, only instead of actually gelding, it removes another bodypart?
The idea I had in mind would be modding a 'throat gland' into dragons or other dangerous emission spewing creatures, and having the BP required for emission be said throat gland. Therefore, if you have a tamed dragon or similar beastie and you want their wrecking power but without the risk of everything burning down, you can take them to the butchery and have the throat gland cut out.
Putting the finishing touches on my fairy dragon. I'd like it to have chitinous (i.e. butterfly) wings. Is this possible for a vertebrate, considering that chitin has a different set of associated tissues? Also, perhaps more importantly, could I make the wings a different color from the rest of the body?
[SET_TL_GROUP:BY_CATEGORY:WING:CHITIN]
[TL_COLOR_MODIFIER:BLUE:1]
[TLCM_NOUN:wings:PLURAL]
Aw, that's too bad... was hoping that 'monstrous' versions of creatures could be highly variable in size... from like 100-500%... but if they can be 500% tall and 100% wide... it gets a bit weird.I'll walk you through the vanilla deer, though that's probably not the creature you have in mind.
On a barely related note, another question, re:
[SET_TL_GROUP:BY_CATEGORY:HORN:BONE]
[TL_COLOR_MODIFIER:SILVER:1:PEARL:1:CREAM:1:BEIGE:1:IVORY:1:WHITE:1]
[TLCM_NOUN:many-pronged antlers:PLURAL]
I'm trying to improve descriptions a bit as I flesh out animals, and for DEER, I need an additional descriptor under the male caste; I had a similar problem in the past with bird beaks and someone helped me out by indicating that it was BEAK:BONE... but in this case, I've yet to get the antlers to show up.
I've tried 2HEAD_ANTLER:BONE, :HORN... ANLTER:BONE, :HORN... obviously tried HORN:BONE... etc. So on the one hand, I'm hoping for a tip off as to the right identifier combination... but maybe also to be schooled a bit on how to read the body tags to figure this out for myself.
[SET_BP_GROUP:BY_CATEGORY:HORN]
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[APP_MOD_NOUN:antlers:PLURAL]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
There are several descriptor types to use, but you can't define your own. I think all of them are referenced in the creature_standard.txt file. If you really, really feel the need to make up your own descriptors, you can fake it with "color patterns". If I recall correctly, the modded Succubus race uses extensive use of that work-around.
You tried to apply a tissue-layer appearance modifier before applying any tissues.
You can keep things mostly as they are, just at the very end select the male caste again and apply the antler colors.
You tried to apply a tissue-layer appearance modifier before applying any tissues.
You can keep things mostly as they are, just at the very end select the male caste again and apply the antler colors.
Do giants eat more then dwarfs?
I can say that if I add 2HEAD_ANTLER to the original definition, and go BY_CATEGORY:HORN:HORN, the description shows up... but now females have them, too... I tried movingto just after [BODY:2HEAD_ANTLER] for [MALE], but it still told me there was no thickness, gores still 'passed right through' on use (despite males having them) and, of course, no descriptor.Spoiler (click to show/hide)
Body detail plans go after you add a body token. When you added antlers, you did not add a detail plan to add tissues to the antlers.
If I re-interate [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] just after introducing the antlers, they do show up, and gore attacks start doing damage. I can see doing both concise and yet dealing with major differences between the genders is going to be tricksy.Especially as underneath their (non-antler) bones there are likely more layers of skin, fat, muscle, and bone as applying DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS a second time will do that. It ends up targeting all the body-parts besides the left out ones (antlers) it can a second time causing duplicate layers.
"Upgrades"?
Hey, two problems here. Both for the same creature/s.Why is there a BODY token right in the middle of the attacks? That should probably be defined with the rest of the body so that it can get proper tissues. As for the attack, the stinger is injecting POISON when the material you really have is VENOM. The game seems to be defaulting to FAT for the unknown material, which is called grease in its liquid form.
1: I made a creature have a stinging tail. I also made it have a syndrome. I made the sting attack inject the syndrome. Buuuut, nope. Instead, it squirts grease into the opponent. The bites inject venom like normal. Why does the sting just fill them with grease? Here's the raw section.Spoiler (click to show/hide)
You might be surprised how little interest people/modders have in [GRASS]'s functionality. Based on your own testing I find it likely that DF treats grass as in-accessible trees material-wise. Being a grass also changes how it generates in a world and I've never tried a multi-function plant (grass-crop, grass-tree, crop-tree). This leads to the following (likely relevant) questions.Spoiler: GRASS and GRASS related (click to show/hide)
Still working on a caste changing workshop.
is there anything wrong with this bit of code? I'm not sure of the proper formatting
[INORGANIC:TRANSFORMATION_GAS1]
[USE_MATERIAL_TEMPLATE:GAS_TEMPLATE]
[STATE_NAME:ALL:gas]
[STATE_NAME_ADJ:ALL:gas]
[DISPLAY_COLOR:3:0:0]
[MATERIAL_VALUE:10]
[SYNDROME]
[SYN_INHALED]
[SYN_AFFECTED_CREATURE:DWARF:MALE]
[CE_BODY_TRANSFORMATION:PROB:100:START:100]
[CE:CREATURE:DWARF:FEMALE]
[REACTION:USE_LESSER_SOUL]
[NAME:Use lesser soul]
[BUILDING:Soul_Smith:CUSTOM_P]
[REAGENT:item_toy:1:TOY:LESSER_SOUL:NONE:NONE]
[PRODUCT:100:10:STONE:NONE:INORGANIC:TRANSFORMATION_GAS1]
[SKILL:SOAP_MAKER]
Anyone tested attacks with high PREPARE:RECOVER rates? Are they interrupted by incoming attacks properly?
Well, whenever I work on projects, I like to have a strong regard for canonity. So...Dragons are green because they have a "TL_COLOR_MODIFIER:GREEN:1", right? I'm sorry if this is a really basic question, but I just wanted to be sure that this wasn't the icon color or eye color something.
Well, whenever I work on projects, I like to have a strong regard for canonity. So...Dragons are green because they have a "TL_COLOR_MODIFIER:GREEN:1", right? I'm sorry if this is a really basic question, but I just wanted to be sure that this wasn't the icon color or eye color something.
[EXTRA_BUTCHER_OBJECT:BY_CATEGORY:GIZZARD]
[EBO_ITEM:SMALLGEM:NONE:ANY_HARD_STONE]
[EBO_SHAPE:GIZZARD_STONE]
You might be surprised how little interest people/modders have in [GRASS]'s functionality. Based on your own testing I find it likely that DF treats grass as in-accessible trees material-wise. Being a grass also changes how it generates in a world and I've never tried a multi-function plant (grass-crop, grass-tree, crop-tree). This leads to the following (likely relevant) questions.
Is there any way to increase the cost of wax? I feel wax should be worth at least as much as flux stone.
Kinda sure the now un-spoilered ones are. FORCED_ADMINISTRATOR is the leader of a conquered place. I've seen a few creatures that hunt beasts as a profession(BEAST_HUNTER). PRISONERs can be freed to be companions. The goblins' trolls might be considered SLAVEs.
- FORCED_ADMINISTRATOR
- RANGER_CAPTAIN
- ACOLYTE
DRUID
- MONSTER_SLAYER
BEAST_HUNTER
SLAVE
PRISONER
So just to be sure, the professions I put next to bullets are NEVER used in-game?
How would one go about adding an interaction to a creature to allow it to raise the dead in the same manner as a necromancer? Is this possible via modding?
[CAN_DO_INTERACTION:X]
[CDI:ADV_NAME:Animate corpse]
[CDI:TARGET:A:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:A:10]
[CDI:VERB:gesture:gestures:NA]
[CDI:TARGET_VERB:shudder and begin to move:shudders and begins to move]
[CDI:WAIT_PERIOD:10]
interaction_y
[OBJECT:INTERACTION]
[INTERACTION:X]
[I_TARGET:A:CORPSE]
[IT_LOCATION:CONTEXT_ITEM]
[IT_AFFECTED_CLASS:GENERAL_POISON]
[IT_REQUIRES:FIT_FOR_ANIMATION]
[IT_FORBIDDEN:NOT_LIVING]
[IT_MANUAL_INPUT:corpses]
[I_EFFECT:ANIMATE]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Animated corpse]
[SYNDROME]
[CE_FLASH_TILE:TILE:165:3:0:0:FREQUENCY:2000:1000:START:0]
[CE_PHYS_ATT_CHANGE:STRENGTH:300:1000:TOUGHNESS:300:1000:START:0]
[CE_SPEED_CHANGE:SPEED_PERC:60:START:0]
[CE_ADD_TAG:NO_AGING:NOT_LIVING:OPPOSED_TO_LIFE:EXTRAVISION:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:NOEMOTION:PARALYZEIMMUNE:NOFEAR:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:NOTHOUGHT:NO_THOUGHT_CENTER_FOR_MOVEMENT:NO_CONNECTIONS_FOR_MOVEMENT:START:0]
[CE_REMOVE_TAG:HAS_BLOOD:TRANCES:LIKES_FIGHTING:MISCHIEVOUS:START:0]
Replace the x and y with whatever you want but keep it consistent.
Is there anything in particular you have to do to make a creature appear in the arena? My modded-in creature won't appear on the list for spawning creatures in the arena and I'd like to test my creature to make sure it doesn't instantly melt or something silly like that.There is a tag that specifically prevents its appearance, but if you don't have that then there is another problem.
Is there anything in particular you have to do to make a creature appear in the arena? My modded-in creature won't appear on the list for spawning creatures in the arena and I'd like to test my creature to make sure it doesn't instantly melt or something silly like that.
[BODY:Staff]
[BP:STAFF:staff:STP][CONTYPE:HAND][CATEGORY:STAFF][DEFAULT_RELSIZE:300]
Having trouble adding a new bodypart.Code: [Select][BODY:Staff]
[BP:STAFF:staff:STP][CONTYPE:HAND][CATEGORY:STAFF][DEFAULT_RELSIZE:300]
I want to attach this to the hand as a bodypart. Am I doing this wrong?
You also will have to set the tissues of the part yourself as the standard b_detail_plans don't cover CATEGORY:STAFFHaving trouble adding a new bodypart.Code: [Select][BODY:Staff]
[BP:STAFF:staff:STP][CONTYPE:HAND][CATEGORY:STAFF][DEFAULT_RELSIZE:300]
I want to attach this to the hand as a bodypart. Am I doing this wrong?
[TISSUE:X]
[TISSUE_NAME:x:NP]
[STRUCTURAL]
[TISSUE_MATERIAL:{PLANT_MAT/CREATURE_MAT:PLANTID/CREATUREID}{INORGANIC}:{MATERIAL}]
[RELATIVE_THICKNESS:2]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:STAFF:X]---When ordering first is innermost, second is second-innermost, etc
Check out tissue_default for more understanding of tissues.
You also will have to set the tissues of the part yourself as the standard b_detail_plans don't cover CATEGORY:STAFFHaving trouble adding a new bodypart.Code: [Select][BODY:Staff]
[BP:STAFF:staff:STP][CONTYPE:HAND][CATEGORY:STAFF][DEFAULT_RELSIZE:300]
I want to attach this to the hand as a bodypart. Am I doing this wrong?Code: (eXample x) [Select][TISSUE:X]
Check out tissue_default for more understanding of tissues.
[TISSUE_NAME:x:NP]
[STRUCTURAL]
[TISSUE_MATERIAL:{PLANT_MAT/CREATURE_MAT:PLANTID/CREATUREID}{INORGANIC}:{MATERIAL}]
[RELATIVE_THICKNESS:2]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:STAFF:X]---When ordering first is innermost, second is second-innermost, etc
[TISSUE:WOOD]
[TISSUE_NAME:WOOD:NP]
[STRUCTURAL]
[TISSUE_MATERIAL:PLANT_MAT:WOOD]
[RELATIVE_THICKNESS:2]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:STAFF:WOOD]
In the creature file after the BODY token with the Staff.Code: [Select][TISSUE:WOOD]
[TISSUE_NAME:WOOD:NP]
[STRUCTURAL]
[TISSUE_MATERIAL:PLANT_MAT:{TREEID_PLEASE}:WOOD]
[RELATIVE_THICKNESS:2]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:STAFF:WOOD]
Tried filling out your code with the above. Still doesn't seem to work. Would I put the new tissue in a seperate file or just add it on to the creature file?
Kinda sure the now un-spoilered ones are. FORCED_ADMINISTRATOR is the leader of a conquered place. I've seen a few creatures that hunt beasts as a profession(BEAST_HUNTER). PRISONERs can be freed to be companions. The goblins' trolls might be considered SLAVEs.
[GUILD_REQUEST_TAKEN:A_D:D_D]
[GUILD_WAGES_CHANGED:A_D:D_D]
Thank you. :)That reminds me that I was curious if there's been any news on aquatic or amphibious sentients. I'm guessing that deep ocean sites can't work without boats, but maybe there's a way to make a race only settle the coast?
Are amphibious mounts still drowning their riders? Croc-riding goblins that run into moats, drown, leaving fleeing crocs behind? Or has that been fixed?
Quick question: If I remove
[UTTERANCES]
from
[CREATURE:KOBOLD]
in the
creature_standard.txt
in a save file will it take effect for adventure mode?
Or would the world have to be re-generated for kobolds to be able to speak?
Afaik it does take effect immediately. From the story of Deebus, the player removed UTTERANCE mid way to prevent his tribe from attacking him.
If a civ member gets the [CRAZED] tag, will they start a loyalty cascade?Yes, but OPPOSED_TO_LIFE works.
Where does the latest version hide the RAWs for megabeasts? I wanted to edit the existing types, but can't find their information. It's probably somewhere so obvious that I'm going to feel like a moron :Pcreature_standard.txt, unless you're talking titans and forgotten beasts - those are generated for each world and need third-party tools to be edited.
Where does the latest version hide the RAWs for megabeasts? I wanted to edit the existing types, but can't find their information. It's probably somewhere so obvious that I'm going to feel like a moron :Pcreature_standard.txt, unless you're talking titans and forgotten beasts - those are generated for each world and need third-party tools to be edited.
LIKES_FIGHTING has been removed.So... what do you use now to make people like fighting? I take it some from http://dwarffortresswiki.org/index.php/DF2014:Personality_trait ?
What may be causing the "no farmable crops" rejection at worldgen? It didn't happen in 0.34.
I've been getting this rejection a lot in 0.40.X. And the worlds that I do generate are those that didn't get civilizations of certain entity types (I think I've narrowed it down).
I'm not sure what's going on. I've tried adding all the farming tags to them, adding the goblins' no_eat to the creatures, and adding the 0.40.X super-huge library of plants; doesn't help.
Two of the entites have non-sentient castes; I've tried making them all intelligent, didn't help either. They have the same biome and site tokens as goblins (with dark_fortress replaced by cave_detailed, as it caused freezing).
there could be something wrong with subterranean plants.
What new .40.xx creature tokens should I be aware of when updating a custom creature from 34.11? I'm aware of the ODOR tags, along with the new GAIT movement changes, but is there anything else noteworthy? I also heard that some old 34.11 tags were phased out for .40, would anyone happen to know what those tags were?SPEED was removed entirely, and LIKES_FIGHTING rendered meaningless (reputedly it already pretty much was since it was only used for one thought.) The important new tokens are the attack tokens below, and you may want to replace [GRAZER:x] with [STANDARD_GRAZER]. Most usable new tokens are in the following spoiler:
Is it possible for modding raws in one file to completely screw up stuff in unrelated files?
body part:APPEARANCE_MODIFIER:attribute:number]
BP:BY_CATEGORY:EYE
[PLANT:OAK]
[NAME:oak][NAME_PLURAL:oaks][ADJ:oaken]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[USE_MATERIAL_TEMPLATE:WOOD:WOOD_TEMPLATE]
[STATE_NAME:ALL_SOLID:oak]
[STATE_ADJ:ALL_SOLID:oaken]
[PREFIX:NONE]
Based on Quercus spp.
http://www.fpl.fs.fed.us/documnts/TechSheets/Chudnoff/TropAmerican/htmlDocs_tropamerican/Quercusspp.html
[STATE_COLOR:ALL_SOLID:AUBURN]
[SOLID_DENSITY:700]
NO_DIVERSE_WOOD[TREE:PLANT_MAT:STANDARD_WOOD:WOOD][TREE_TILE:6]
[USE_MATERIAL_TEMPLATE:LEAF:LEAF_TEMPLATE]
[STATE_COLOR:ALL:GREEN]
[DISPLAY_COLOR:2:0:0]
[USE_MATERIAL_TEMPLATE:FLOWER:FLOWER_TEMPLATE]
[STATE_COLOR:ALL:GREEN]
[DISPLAY_COLOR:2:0:0]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[STATE_COLOR:ALL:TAN]
[DISPLAY_COLOR:6:0:0]
[MATERIAL_VALUE:1]
[EDIBLE_VERMIN]
[EDIBLE_RAW] certain species moreso than others
[EDIBLE_COOKED]
[USE_MATERIAL_TEMPLATE:DEAD_BRANCH:STRUCTURAL_PLANT_TEMPLATE]
[STATE_COLOR:ALL:BROWN]
[DISPLAY_COLOR:2:0:0]
[SEED:acorn:acorns:6:0:0:LOCAL_PLANT_MAT:SEED]
[TRUNK_PERIOD:10]
[HEAVY_BRANCH_DENSITY:25]
[BRANCH_DENSITY:50]
[MAX_TRUNK_HEIGHT:8]
[HEAVY_BRANCH_RADIUS:1]
[BRANCH_RADIUS:2]
[TRUNK_BRANCHING:2]
[MAX_TRUNK_DIAMETER:1]
[TRUNK_WIDTH_PERIOD:200]
[ROOT_DENSITY:5] *** oak has deep roots
[ROOT_RADIUS:3]
[STANDARD_TILE_NAMES]
[PREFSTRING:acorns]
[PREFSTRING:autumn coloration]
[DRY]
[BIOME:ANY_TEMPERATE_BROADLEAF]
[SAPLING]
[GROWTH:LEAVES]
[GROWTH_NAME:oak leaf:oak leaves]
[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:LEAF]
[GROWTH_DENSITY:1000]
[GROWTH_HOST_TILE:BRANCHES_AND_TWIGS]
[GROWTH_HOST_TILE:SAPLING]
[GROWTH_TIMING:0:300000]
[GROWTH_PRINT:0:6:2:0:0:0:209999:1]
[GROWTH_PRINT:0:6:6:0:1:210000:239999:1] autumn color
[GROWTH_PRINT:0:6:4:0:1:240000:269999:1]
[GROWTH_PRINT:0:6:4:0:0:270000:300000:1]
[GROWTH_DROPS_OFF]
[GROWTH:FLOWERS]
[GROWTH_NAME:oak flower cluster:STP]
[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:FLOWER]
[GROWTH_DENSITY:1000]
[GROWTH_HOST_TILE:BRANCHES_AND_TWIGS]
[GROWTH_TIMING:60000:99999]
[GROWTH_PRINT:0:5:2:0:0:NONE]
[GROWTH:NUT]
[GROWTH_NAME:acorn:STP]
[GROWTH_ITEM:SEEDS:NONE:LOCAL_PLANT_MAT:SEED]
[GROWTH_DENSITY:1000]
[GROWTH_HOST_TILE:BRANCHES_AND_TWIGS]
[GROWTH_TIMING:100000:250000]
[GROWTH_DROPS_OFF_NO_CLOUD]
[GROWTH_PRINT:0:7:6:0:0:NONE]
[GROWTH:DEAD_BRANCH]
[GROWTH_NAME:mangrove branch:mangrove brach]
[GROWTH_ITEM:PLANT_GROWTH:NONE:PLANT_MAT:DEAD_BRANCHES:WOOD]
[GROWTH_DENSITY:1000]
[GROWTH_HOST_TILE:BRANCHES_AND_TWIGS]
[GROWTH_TIMING:120000:300000]
[GROWTH_DROPS_OFF_NO_CLOUD]
[GROWTH_PRINT:0:7:4:0:1:NONE]
[PLANT:DEAD_BRANCHES]
[NAME:tree branch][NAME_PLURAL:tree branches][ADJ:tree branch]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:1]
[EDIBLE_VERMIN]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[PICKED_TILE:5][PICKED_COLOR:7:0:0]
[GROWDUR:500][VALUE:2]
[FREQUENCY:100]
[CLUSTERSIZE:5]
[PREFSTRING:dead wood]
So I'm trying to get oak tree to drop "dead branches" and failing. Here's my oak tree raw:It's not working because there's no WOOD material in the DEAD_BRANCHES plant. And multiple growths per plant are a bit wonky, but mostly because the material doesn't exist.Spoiler (click to show/hide)
And my DEAD_BRANCHES raw:Spoiler (click to show/hide)
There is no error in errorlog.txt. The oak tree is created and I can embark on a map with it, but no branches fall. Any idea what I'm doing wrong?
It's not working because there's no WOOD material in the DEAD_BRANCHES plant. And multiple growths per plant are a bit wonky, but mostly because the material doesn't exist.
Why are you making an entirely different plant for the dead branches? Try just making a plant growth out of the local STRUCTURAL material or the local WOOD material.
It's not working because there's no WOOD material in the DEAD_BRANCHES plant. And multiple growths per plant are a bit wonky, but mostly because the material doesn't exist.
Why are you making an entirely different plant for the dead branches? Try just making a plant growth out of the local STRUCTURAL material or the local WOOD material.
Oh whoops, that's a silly mistake.
Maybe I'm not following what you're suggesting (I'm new to this kind of RAW modding), but I wanted to have a different plant because I didn't want it treated as wood logs for the purpose of carpenters and wood burning. I'm looking into doing a playable elf race mod and this is a way for them to get raw wood which they can then process through another building and then start making wood items.
[PLANT:OAK]
[NAME:oak][NAME_PLURAL:oaks][ADJ:oaken]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[USE_MATERIAL_TEMPLATE:WOOD:WOOD_TEMPLATE]
[STATE_NAME:ALL_SOLID:oak]
[STATE_ADJ:ALL_SOLID:oaken]
[PREFIX:NONE]
Based on Quercus spp.
http://www.fpl.fs.fed.us/documnts/TechSheets/Chudnoff/TropAmerican/htmlDocs_tropamerican/Quercusspp.html
[STATE_COLOR:ALL_SOLID:AUBURN]
[SOLID_DENSITY:700]
NO_DIVERSE_WOOD[TREE:PLANT_MAT:STANDARD_WOOD:WOOD][TREE_TILE:6]
[USE_MATERIAL_TEMPLATE:LEAF:LEAF_TEMPLATE]
[STATE_COLOR:ALL:GREEN]
[DISPLAY_COLOR:2:0:0]
[USE_MATERIAL_TEMPLATE:FLOWER:FLOWER_TEMPLATE]
[STATE_COLOR:ALL:GREEN]
[DISPLAY_COLOR:2:0:0]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[STATE_COLOR:ALL:TAN]
[DISPLAY_COLOR:6:0:0]
[MATERIAL_VALUE:1]
[EDIBLE_VERMIN]
[EDIBLE_RAW] certain species moreso than others
[EDIBLE_COOKED]
[SEED:acorn:acorns:6:0:0:LOCAL_PLANT_MAT:SEED]
[TRUNK_PERIOD:10]
[HEAVY_BRANCH_DENSITY:25]
[BRANCH_DENSITY:50]
[MAX_TRUNK_HEIGHT:8]
[HEAVY_BRANCH_RADIUS:1]
[BRANCH_RADIUS:2]
[TRUNK_BRANCHING:2]
[MAX_TRUNK_DIAMETER:1]
[TRUNK_WIDTH_PERIOD:200]
[ROOT_DENSITY:5] *** oak has deep roots
[ROOT_RADIUS:3]
[STANDARD_TILE_NAMES]
[PREFSTRING:acorns]
[PREFSTRING:autumn coloration]
[DRY]
[BIOME:ANY_TEMPERATE_BROADLEAF]
[SAPLING]
[GROWTH:LEAVES]
[GROWTH_NAME:oak leaf:oak leaves]
[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:LEAF]
[GROWTH_DENSITY:1000]
[GROWTH_HOST_TILE:BRANCHES_AND_TWIGS]
[GROWTH_HOST_TILE:SAPLING]
[GROWTH_TIMING:0:300000]
[GROWTH_PRINT:0:6:2:0:0:0:209999:1]
[GROWTH_PRINT:0:6:6:0:1:210000:239999:1] autumn color
[GROWTH_PRINT:0:6:4:0:1:240000:269999:1]
[GROWTH_PRINT:0:6:4:0:0:270000:300000:1]
[GROWTH_DROPS_OFF]
[GROWTH:FLOWERS]
[GROWTH_NAME:oak flower cluster:STP]
[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:FLOWER]
[GROWTH_DENSITY:1000]
[GROWTH_HOST_TILE:BRANCHES_AND_TWIGS]
[GROWTH_TIMING:60000:99999]
[GROWTH_PRINT:0:5:2:0:0:NONE]
[GROWTH:NUT]
[GROWTH_NAME:acorn:STP]
[GROWTH_ITEM:SEEDS:NONE:LOCAL_PLANT_MAT:SEED]
[GROWTH_DENSITY:1000]
[GROWTH_HOST_TILE:BRANCHES_AND_TWIGS]
[GROWTH_TIMING:100000:250000]
[GROWTH_DROPS_OFF_NO_CLOUD]
[GROWTH_PRINT:0:7:6:0:0:NONE]
[GROWTH:DEAD_BRANCH]
[GROWTH_NAME:mangrove branch:mangrove branch]
[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:WOOD]
[GROWTH_DENSITY:1000]
[GROWTH_HOST_TILE:BRANCHES_AND_TWIGS]
[GROWTH_TIMING:120000:300000]
[GROWTH_DROPS_OFF_NO_CLOUD]
[GROWTH_PRINT:0:7:4:0:1:NONE]
The lack of a size implies that the game considers all growths to be the same size. Once you have the tree working, just look at a branch and see how much it weighs relative to a log of the same tree. That should give you a baseline of how many branches to require in your reactions.Okay, I think I see how that works. I will test it this evening.
The tag in the raws is used by Meph for wood diversity. Most logs from trees default to "rough wooden log" with that tag disabled.
[BODY:TANK_HULL]
[BP:UB:hull:hulls]
[UPPERBODY]
[CATEGORY:BODY_UPPER]
[DEFAULT_RELSIZE:1200]
[BP:glacis:glacis:STP]
[LOWERBODY]
[CATEGORY:BODY_LOWER]
[DEFAULT_RELSIZE:1000]
[BP:LA:transmission:transmission]
[CONTYPE:UPPERBODY]
[INTERNAL]
[CONNECTOR]
[DEFAULT_RELSIZE:400]
[BP:LA:gearbox:gearboxes]
[CONTYPE:BODY_UPPER]
[INTERNAL]
[CATEGORY:LB]
[DEFAULT_RELSIZE:250]
[BP:RA:gearbox:gearboxes]
[CONTYPE:BODY_UPPER]
[INTERNAL]
[CATEGORY:LB]
[DEFAULT_RELSIZE:250]
[BP:REYE:vision slit:STP][CON:UB]
[SIGHT]
[APERTURE]
[DEFAULT_RELSIZE:50]
[BODY:ENGINE]
[BP:HEART:engine:STP]
[CON:UB]
[CIRCULATION]
[INTERNAL]
[CATEGORY:HEART]
[BREATHE]
[DEFAULT_RELSIZE:150]
[BODY:TRACKS_TANK]
[BP:RDM:right drive mechanism:STP]
[CON:LB]
[LIMB]
[EMBEDDED]
[RIGHT]
[CATEGORY:LEG_UPPER]
[DEFAULT_RELSIZE:500]
[BP:RDW:right drive wheels:right drive wheels]
[CON:RDM]
[LIMB]
[RIGHT]
[CATEGORY:LEG_LOWER]
[DEFAULT_RELSIZE:400]
[BP:RT:right track:right track]
[CON:RDW]
[STANCE]
[RIGHT]
[CATEGORY:FOOT]
[DEFAULT_RELSIZE:400]
[BP:LDM:left drive mechanism:STP]
[CON:LB]
[LIMB]
[EMBEDDED]
[LEFT]
[CATEGORY:LEG_UPPER]
[DEFAULT_RELSIZE:500]
[BP:LDW:left drive wheels:left drive wheels]
[CON:LDM]
[LIMB]
[LEFT]
[CATEGORY:LEG_LOWER]
[DEFAULT_RELSIZE:400]
[BP:LT:left track:left track]
[CON:LDW]
[STANCE]
[LEFT]
[CATEGORY:FOOT]
[DEFAULT_RELSIZE:400]
[BODY:TANK_TURRET]
[BP:HD:turret:STP][CON:UB][HD][CATEGORY:HEAD]
[DEFAULT_RELSIZE:800]
[BP:LEYE:vision slit:STP][CON:HD][SIGHT][APERTURE]
[DEFAULT_RELSIZE:50]
[BP:NOSE1:cannon:STP][CON:HD][CATEGORY:MOUTH]
[DEFAULT_RELSIZE:100]
[BP:NOSE1:machine gun:STP][CON:UB][CATEGORY:NOSE]
[DEFAULT_RELSIZE:50]
[PRODUCT:100:1:PLANT_GROWTH:BELL:PLANT_MAT:TREE_BELL_MW:FRUIT]
where BELL is the name of the plant growth and FRUIT is the name of the material defined in the plant. It almost works, but the tile doesn't show up properly (it's always ⌐) and the item doesn't appear to have mass (increasing its density doesn't change its weight).[CREATURE:FAIRY_DRAGON]
[DESCRIPTION:A distant relative of the true dragon, this colorful, horse-sized creature lives only in enchanted wetlands. Its wings are too small for flight, but their bright patterns help scare away enemies.]
[NAME:fairy dragon:fairy dragons:fairy dragon]
[CASTE_NAME:fairy dragon:fairy dragons:fairy dragon]
[CHILD:2][GENERAL_CHILD_NAME:fairy dragon hatchling:fairy dragon hatchling]
[CREATURE_TILE:'D'][COLOR:3:5:1]
[FREQUENCY:10][POPULATION_NUMBER:5-10][CLUSTER_NUMBER:1:2]
[BIOME:ANY_WETLAND]
[GOOD][FANCIFUL][PET_EXOTIC][MOUNT_EXOTIC]
[LARGE_ROAMING][NATURAL][MEANDERER]
[PETVALUE:1250]
[PREFSTRING:vibrant colors]
[BODY:QUADRUPED_NECK:TAIL:2WINGS:2EYES:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:5TOES_FQ_REG:5TOES_RQ_REG:MOUTH:TONGUE:GENERIC_TEETH_WITH_LARGE_EYE_TEETH:RIBCAGE]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[REMOVE_MATERIAL:SKIN]
[REMOVE_MATERIAL:LEATHER]
[REMOVE_MATERIAL:HAIR]
[USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[REMOVE_TISSUE:SKIN]
[REMOVE_TISSUE:HAIR]
[USE_TISSUE_TEMPLATE:SCALE:SCALE_TEMPLATE]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SCALE:FAT:MUSCLE:BONE:CARTILAGE]
[USE_MATERIAL_TEMPLATE:CHITIN_CHITIN_TEMPLATE]
[USE_TISSUE_TEMPLATE:CHITIN:CHITIN_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:WING]
[USE_MATERIAL_TEMPLATE:CLAW:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:CLAW:CLAW_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:TOE:CLAW:FRONT]
[BODY_DETAIL_PLAN:LEATHERY_EGG_MATERIALS]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SCALE:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[BODY_SIZE:0:0:50000]
[BODY_SIZE:1:0:100000]
[BODY_SIZE:2:0:250000]
[BODY_SIZE:3:0:500000]
[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_CANLATCH]
[ATTACK:CLAW:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:CLAW]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:claw:claws]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:MAIN]
[DIURNAL]
[APPLY_CREATURE_VARIATION:STANDARD_QUADRUPED_GAITS:900:750:600:439:1900:2900] 20 kph
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:6561:6115:5683:1755:7456:8567] 5 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:6561:6115:5683:1755:7456:8567] 5 kph
[SWIMS_INNATE]
[HOMEOTHERM:10040]
[CASTE:FEMALE]
[FEMALE]
[LAYS_EGGS]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGGSHELL:SOLID]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_WHITE:LIQUID]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_YOLK:LIQUID]
[EGG_SIZE:2000]
[CLUTCH_SIZE:1:4]
[CASTE:MALE]
[MALE]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:ALL:SCALE]
[TL_COLOR_MODIFIER:AZURE:1:EMERALD:1:AMETHYST:1:SAFFRON:1:TURQUOISE:1:HELIOTROPE:1:CARDINAL:1:SPRING_GREEN:1:JADE:1:SCARLET:1:GOLDEN_YELLOW:1:FUCHSIA:1:DARK_PINK:1:AQUA:1]
[TLCM_NOUN:scales:PLURAL]
SET_TL_GROUP:BY_CATEGORY:WING:CHITIN]
[TL_COLOR_MODIFIER:IRIS_EYE_AZURE:1:EMERALD:1:AMETHYST:1:SAFFRON:1:TURQUOISE:1:HELIOTROPE:1:CARDINAL:1:SPRING_GREEN:1:JADE:1:SCARLET:1:GOLDEN_YELLOW:1:FUCHSIA:1:DARK_PINK:1:AQUA:1]
[TLCM_NOUN:wings:PLURAL]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:IRIS_EYE_AZURE:1:EMERALD:1:AMETHYST:1:SAFFRON:1:TURQUOISE:1:HELIOTROPE:1:CARDINAL:1:SPRING_GREEN:1:JADE:1:SCARLET:1:GOLDEN_YELLOW:1:FUCHSIA:1:DARK_PINK:1:AQUA:1]
[TLCM_NOUN:eyes:PLURAL]
[SELECT_MATERIAL:ALL]
[MULTIPLY_VALUE:4]
Hm. After an embarrassing amount of trial and error, I figured out that custom entities with [DEFAULT_SITE_TYPE:DARK_FORTRESS] and without [WORLD_CONSTRUCTION:TUNNEL] will cause world creation to crash.
Any idea why that is? Might it be related to the clown-slab rumpus-spires?
There are a few known facts which crash the worldgen when you use DARK_FORTRESS, please check this thread:Hm. After an embarrassing amount of trial and error, I figured out that custom entities with [DEFAULT_SITE_TYPE:DARK_FORTRESS] and without [WORLD_CONSTRUCTION:TUNNEL] will cause world creation to crash.
Any idea why that is? Might it be related to the clown-slab rumpus-spires?
I'm afraid I spoke too soon on this one. I generated one world correctly by adding tunnels, but I was unable to reproduce that success.
After a bunch more testing, I can confidently say that the problem lies in position definitions. DARK_FORTRESS entities must have [VARIABLE_POSITIONS:ALL] and [SITE_VARIABLE_POSITIONS:ALL], or they will crash worldgen. I suspect that this is because spire clowns must create their own custom monarch positions to rule over the fortress.
Despite my hypothesis, my attempts to define lesser positions, even those not directly related to a monarch (such as mayor, broker, etc) have all resulted in crashes. Bleh.
Anyone know how to produce PLANT_GROWTHs in a reaction properly?
The closest I've got so far isCode: [Select][PRODUCT:100:1:PLANT_GROWTH:BELL:PLANT_MAT:TREE_BELL_MW:FRUIT]
where BELL is the name of the plant growth and FRUIT is the name of the material defined in the plant. It almost works, but the tile doesn't show up properly (it's always ⌐) and the item doesn't appear to have mass (increasing its density doesn't change its weight).
Is this a bug, or am I just missing something?
[PRODUCT:100:1:PLANT_GROWTH:FRUIT:PLANT_MAT:plant id:FRUIT]
I have only achieved the same result as you, with this and other subtype variants. A item with the correct name, but an incorrect item tile, however when I used said item as a reagent at the still and queued brew drink from plant growth, the product was the correct drink item... i'm not sure if the issue is just the object tile.Ok, thanks for the quick reply! Also, how do you set up ways to create things in adventure mode?You can get examples for ADV mode decoraction and crafting here:
Is there a way to remove pieces of equipment getting worn when you decorate them?Do you mean you want to make equipped items to be used in reactions? That won't work, items should be on the ground/in stockpile.
I've taken out all my races but one (no rejections), then added a cave race. They didn't have any non-sentient castes, and they were using the following crop tags:
[INDOOR_FARMING]
[OUTDOOR_FARMING]
[INDOOR_GADENS]
[INDOOR_ORCHARDS]
They were causing rejections.
I've added all the remaining outdoor tags to them, and there were no rejections.
So... What actually causes this? It can't be the lack of edible underground plants. I have those. One is edible raw:Spoiler (click to show/hide)
There are also other underground plants that are either edible_cooked, or have edible growths. And even then, they had outdoor farming previously!
I'm kind of unsure.
Is there a way to remove pieces of equipment getting worn when you decorate them?Do you mean you want to make equipped items to be used in reactions? That won't work, items should be on the ground/in stockpile.
[GROWTH:LEAVES]
[GROWTH_NAME:artichoke leaf:artichoke leaves]
[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:LEAF]
[GROWTH_DENSITY:1000]
[GROWTH_PRINT:0:6:2:0:0:ALL:1]
[GROWTH:HEART]
[GROWTH_NAME:artichoke heart:STP] bud not fruit
[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:HEART]
[GROWTH_DENSITY:1000]
[GROWTH_TIMING:0:59999]
[GROWTH_PRINT:'%':'%':4:0:1:0:59999:3]
[GROWTH:FLOWERS]
[GROWTH_NAME:artichoke flower:STP]
[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:FLOWER]
[GROWTH_DENSITY:1000]
[GROWTH_TIMING:60000:119999]
[GROWTH_PRINT:5:5:5:0:1:60000:119999:2]
I have got some question regarding the Growth - Token for Plants. I will take the one of Artichoke as example:Some items in DF have a subtype, but a lot don't. GROWTH does not have a subtype, so its subtype is always NONE.Spoiler (click to show/hide)
This one has three growth types (Leaves, Heart and Flowers). I have also seen Buds, Fruit, Pod and Bulb. Which others are possible? Or are they freely nameable, e.g. GROWTH:ROOTS
Growth:Item - What's the NONE referring to?
What does Growth Density do? The higher, the more Leaves on a plant? What are reasonable figures? I have seen nearly everywhere 1000.As Japa said, nothing at the moment. But you can still fiddle with the numbers to future-proof your work.
What does the final figure of Growth:Print priority do? Does it mean in above example, first grow leaves, then flowers and finally the heart? Can there be the same priority for e.g. all three of them to make them grow at the same time?GROWTH_TIMING is what controls when things appear on the plant. The GROWTH_PRINT priority seems to control what to display when there would be multiple symbols on a tile.
One More: What I have read, the first figure of Growth:Print means Overworld-Tile. When it is 0 does it mean, it is invisible? Or does there actually exist a Tile 0?Not sure, but I think the difference of overworld vs. item is how it appears on the plant vs. when it is its own item (fallen to the ground, etc.). Generically, character 0 is NUL and wouldn't be printed. DF might print the top-left image of the tile-set, which is usually a fully transparent blank cell. So it may or may not actually print, and you wouldn't know the difference without modding your tileset.
When editing tool files, is it possible to have more than one TOOL_USE? And is it disastrous to not fill out every possible use?
Does the syndrome token [RESISTABLE] do anything?
This one has three growth types (Leaves, Heart and Flowers). I have also seen Buds, Fruit, Pod and Bulb. Which others are possible?
[GROWTH:ROOTS]
[GROWTH_NAME:mandrake root:mandrake roots]
[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:ROOT]
[GROWTH_DENSITY:1000]
[GROWTH_PRINT:189:189:6:0:0:ALL:1]
Any way to make leather and cloth wall in the fortress mode a.l.a. army camp?Try making a reaction to make a block out of leather and cloth. I'm not too sure about this one.
How would I go about making an interaction that targets only children, and only children of a specific caste at that? (I'm looking to make a syndrome that permanently transforms those children into another thing half the time.)The closest thing would be giving the whole caste an interaction that targets itself and can only fire once. 50% chance of going to the next stage of interaction that has tramsform syndrome. Would happen to babies in fort and migrants on arrival.
No, you cant.How would I go about making an interaction that targets only children, and only children of a specific caste at that? (I'm looking to make a syndrome that permanently transforms those children into another thing half the time.)The closest thing would be giving the whole caste an interaction that targets itself and can only fire once. 50% chance of going to the next stage of interaction that has tramsform syndrome. Would happen to babies in fort and migrants on arrival.
Check Halfling's disease mod on DFFD (the updated version) for ideas on particular raws.
We all have moments where we parse oddly (or not at all) so emphasis added. I hope you have a good day Meph ^_^No, you cant.How would I go about making an interaction that targets only children, and only children of a specific caste at that? (I'm looking to make a syndrome that permanently transforms those children into another thing half the time.)The closest thing would be giving the whole caste an interaction that targets itself and can only fire once. 50% chance of going to the next stage of interaction that has tramsform syndrome. Would happen to babies in fort and migrants on arrival.
Check Halfling's disease mod on DFFD (the updated version) for ideas on particular raws.
Only way to target specifically children is with Roses wrapper scripts for dfhack. Halflins disease mod wont help.
@Dirst: Many, many thanks for your comprehensive answers. Those helped a lot.That would work, so long as you have a ROOT material defined. Otherwise just use the existing WOOD material. You might want to add [GROWTH_HOST_TILE:ROOTS] to make them appear on the right part of the tree, though I don't know how that affects gathering them.
Regarding this one:QuoteThis one has three growth types (Leaves, Heart and Flowers). I have also seen Buds, Fruit, Pod and Bulb. Which others are possible?
Is it possible to name one type e.g. [GROWTH:ROOTS]. Which item token will I have to use for it? e.g. Will something like this work:?Code: [Select][GROWTH:ROOTS]
[GROWTH_NAME:mandrake root:mandrake roots]
[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:ROOT]
[GROWTH_DENSITY:1000]
[GROWTH_PRINT:189:189:6:0:0:ALL:1]
[GROWTH:ROOTS]
[GROWTH_NAME:mandrake root:mandrake roots]
[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:WOOD]
[GROWTH_DENSITY:1000]
[GROWTH_PRINT:189:189:6:0:0:ALL:1]
[STOCKPILE_PLANT_GROWTH]
Ok. That's what I cooked up so far:Would be glad to look at it, but work is getting in the way. If no plant experts have seen this by then, I'll see if I can help.Spoiler (click to show/hide)
I took some existing plants as base and tried to amend them to fit my purpose. Despite of the GROWTH:ROOTS - tokens (including the material definitions- how to do?), the rest should be somehow ok - at least I hope so.
I borrowed also one code line from the quarry bushes and amended it to: [ITEM_REACTION_PRODUCT:BAG_ITEM:PLANT_GROWTH:ROOTS:LOCAL_PLANT_MAT:ROOT]. So, when done correctly, one bag plus one mandrake yields one mandrake root?
Will be awesome, if you could have a look onto this code. Thx. :)
I've thought about humanoids such as nymphs, because they're usually where there are trees or water, and swamps have no shortage of both.Yeah, there are a bunch of variations on nymphs for different biomes, and there's no need to stick strictly to what Greek Mythology had. Normally such similar variations might be suitable as castes, but all castes of a creature need to share the same biome(s). That means a different creature for each type, and they're likely to crowd each other out in varied terrain. That is, you're fairly likely to see one kind of nymph in a good-aligned embark site, but probably only one kind.
It shouldn't. You don't have [MATERIAL_REACTION_PRODUCT:DRINK_MAT] in the main part of the plant.
You are lacking a root material, and [STOCKPILE_PLANT_GROWTH] is a material token, not a plant growth token.
[USE_MATERIAL_TEMPLATE:ROOT:FRUIT_TEMPLATE]
[MATERIAL_VALUE:1]
[STATE_COLOR:ALL:BROWN]
[EDIBLE_VERMIN]
[STOCKPILE_PLANT_GROWTH]
[CE_BRUISING:SEV:25:PROB:100:BP:UPPERBODY:SKIN:BP:LOWERBODY:SKIN:START:750:PEAK:1500:END:3600]
(Finally, a question I can answer)Doh, it was so simple yet I forgot about it. Thank you very much.
Are your graphics set to be AS_IS or ADD_COLOR? If they are set to the latter in their raw files, then the sprites will be colored over in-game, which might darken them. You can read more about graphics sets here (http://dwarffortresswiki.org/index.php/DF2014:Graphic_set#Text_File_Syntax).
Is this a valid syndrome?Code: [Select][CE_BRUISING:SEV:25:PROB:100:BP:BY_TYPE:UPPERBODY:SKIN:BP:BY_TYPE:LOWERBODY:SKIN:START:750:PEAK:1500:END:3600]
Is this a valid syndrome?Code: [Select][CE_BRUISING:SEV:25:PROB:100:BP:BY_TYPE:UPPERBODY:SKIN:BP:BY_TYPE:LOWERBODY:SKIN:START:750:PEAK:1500:END:3600]
It's an incredibly weak syndrome, but other than that I do not get errors in the errorlog.
I changed it a bit so that it should target body parts correctly.
I imagine Firemancy and Aquamancy are secrets?Yes they are secrets.
You might wanna let us see the relevant raws. That error looks like a formatting problem, and I don't think I'd be able to diagnose it without peeking.
I pasted them in and didn't get those errors. Just the ones about the .txt names.I imagine Firemancy and Aquamancy are secrets?Yes they are secrets.
You might wanna let us see the relevant raws. That error looks like a formatting problem, and I don't think I'd be able to diagnose it without peeking.Spoiler (click to show/hide)
all the abilities work perfectly otherwise, these a1 a2 things just pop up in the error log for no apparent reason.Secrets still work.
You have [MATERIAL_REACTION_PRODUCT:DRINK_MAT:LOCAL_PLANT_MAT:DRINK] under the STRUCTURAL material, so the main part of the plant itself would be used for brewing.
Add the outdoor farming tokens to dwarves and you can embark with the plants and their seeds.
[REAGENT:plant:1:PLANT_GROWTH:NONE:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:DRINK_MAT]
The plant growth brewing reaction has this:Code: [Select][REAGENT:plant:1:PLANT_GROWTH:NONE:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:DRINK_MAT]
So it will look for a plant growth item with a material that has a reaction product with an ID called DRINK_MAT. If you put [MATERIAL_REACTION_PRODUCT:DRINK_MAT:LOCAL_PLANT_MAT:DRINK] under the root definition, then the root will be used.
So the answer should be yes.
Thx for clarification. So now I only need a reaction to process the Mandrake Plant into it's parts. Can this also be done within the plant tokens?
[CREATURE:BISON]
[DESCRIPTION: A huge, powerful bovine with short, curved horns and a humped back. Great numbers of these beasts traverse the temperate plains.]
[NAME:bison:bison:bison]
[CASTE_NAME:bison:bison:bison]
[CREATURE_TILE:'B'][COLOR:6:0:0]
[BIOME:GRASSLAND_TEMPERATE]
[BIOME:SAVANNA_TEMPERATE]
[BIOME:SHRUBLAND_TEMPERATE]
[POPULATION_NUMBER:15:30][FREQUENCY:10]
[CLUSTER_NUMBER:3:7]
[PETVALUE:500]
[PREFSTRING:strength]
[LARGE_ROAMING]
[BENIGN][MEANDERER][PET_EXOTIC][TRAINABLE]
[VISION_ARC:50:310]
[STANDARD_GRAZER]
[BODY:QUADRUPED_NECK_HOOF:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:MOUTH:TONGUE:GENERIC_TEETH:RIBCAGE:2HEAD_HORN]
[NATURAL]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[USE_MATERIAL_TEMPLATE:HOOF:HOOF_TEMPLATE]
[USE_MATERIAL_TEMPLATE:HORN:HORN_TEMPLATE]
[SELECT_MATERIAL:HAIR]
[STATE_NAME:ALL_SOLID:fleece]
[STATE_ADJ:ALL_SOLID:fleece]
[YARN]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[USE_TISSUE_TEMPLATE:HOOF:HOOF_TEMPLATE]
[USE_TISSUE_TEMPLATE:HORN:HORN_TEMPLATE]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]
[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:0:0:70000]
[BODY_SIZE:1:0:350000]
[BODY_SIZE:2:0:900000]
[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:10:25]
[ATTACK:KICK:BODYPART:BY_CATEGORY:HOOF_FRONT]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:4:4]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_WITH]
[ATTACK_FLAG_BAD_MULTIATTACK]
[ATTACK:KICK:BODYPART:BY_CATEGORY:HOOF_REAR]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:4:4]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_WITH]
[ATTACK_FLAG_BAD_MULTIATTACK]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_CANLATCH]
[ATTACK:HGORE:BODYPART:BY_CATEGORY:HORN]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:gore:gores]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[DIURNAL]
[HOMEOTHERM:10068]
[APPLY_CREATURE_VARIATION:STANDARD_QUADRUPED_GAITS:900:711:521:293:1900:2900] 30 kph, NO DATA
[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]
[TRADE_CAPACITY:1500]
[MUNDANE]
[CASTE:FEMALE]
[FEMALE]
[MULTIPLE_LITTER_RARE]
[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:BROWN:1]
[TLCM_NOUN:hair:SINGULAR]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:0:0:0:0:0:0:0]
[APP_MOD_NOUN:fleece: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]
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER:BROWN:1:BURNT_UMBER:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_PEACH:1:DARK_TAN:1:ECRU:1:PALE_BROWN:1:PALE_CHESTNUT:1:PALE_PINK:1:PEACH:1:PINK:1:RAW_UMBER:1:SEPIA:1:TAN:1:TAUPE_PALE:1:TAUPE_SANDY:1]
[TLCM_NOUN:skin:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:BLACK:1]
[TLCM_NOUN:eyes:PLURAL]
[SELECT_MATERIAL:ALL]
[MULTIPLY_VALUE:3]
Auxiliary file changes for 0.40.24:
plant_standard:
muck root, bloated tubers got seeds
creature_tropical_new:
pangolin [REMOVE_TISSUE:SKIN]
creature_small_ocean:
mussel and oyster got leather/tallow/soap
creature_other:
wambler got leather/tallow/soap, changed FLUFF/PUDGE tokens to HAIR/FAT to avoid template conflict (still named the same)
creature_next_underground:
floater and blog got leather
pond grabber stopped using claw template -- did manual name change instead
flesh ball FLESH token to MUSCLE to avoid template conflicts, also added flesh name change
Thx for clarification. So now I only need a reaction to process the Mandrake Plant into it's parts. Can this also be done within the plant tokens?
I just finished a number of custom reactions involving PLANT_GROWTH items, maybe they can help you.
1) For the Use Material Template_Oil Template, you added the lines:
[MATERIAL_REACTION_PRODUCT:EXTRACT_MAT:LOCAL_PLANT_MAT:EXTRACT]
[MATERIAL_REACTION_PRODUCT:SOAP_MAT:LOCAL_PLANT_MAT:SOAP]
Are those lines necessary for processing the oil into soap? I am referring to e.g. the original quarry bush definition, which does not have this tokens and still soap can be processed.
2) Same with this line [MATERIAL_REACTION_PRODUCT:THREAD_MAT:LOCAL_PLANT_MAT:THREAD]. That one is neither used for Pig Tail, Rope Reed, Cotton, etc. to process them into thread.That's a hook for the fancy farmer's workshop reaction, also see question 4. The hardcoded weaver job doesn't look for material reaction products, just a THREAD tag in the thread material.
3) What's the difference between [USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE] and [BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]? Both seem to refer to the main body of the plant. But which one is responsible for what?The USE_MATERIAL_TEMPLATE imports the basic plant structure material and BASIC_MAT tells the plant what it's principally made of, exactly. You could ignore the first one and have just [BASIC_MAT:INORGANIC:GOLD] to get pretty expensive sprouts.
4) What's the purpose of the farmer workshop/still/screw press/quern reactions? Are they really necessary to process products as you wish. Or wouldn't it be done because of the Material_Reaction_Products anyway?They do things that the hardcoded "Process Plant (Barrel)" stuff doesn't do, which is find leaves and fruit from/place products inside bags. If you just have a big ol' tomato that you want to extract into I dunno, tomato poison, you need only a single tag in the plant's definition that points to the extract material. Kobold bulbs, valley herbs and sweet pods show how it's done.
*** Error(s) finalizing the creature TOAD
undefined local creature material set to default: TOAD LEATHER
*** Error(s) finalizing the creature WORM
undefined local creature material set to default: WORM LEATHER
{ADD_MATERIAL:LEATHER:LEATHER_TEMPLATE}
NO_DIVERSE_LEATHER[ADD_MATERIAL:LEATHER:CREATURE_MAT:ANIMAL_LEATHER:LEATHER]
QuoteMany thanks. I have got following questions regarding your nether bush code...You're questions are legitimate, and good ones. I am not an expert coder... so if some of the tokens are
redundant or unnecessary... I wrote them using trial and error, and when I stopped getting error messages
I stopped writing :P, but as scam tank said, some of the hardcoded reactions don't look for seeds and growths in bags,
so if you want to use bag items they have to have their own custom reaction.
Looking at raw/objects/material_template_default file is where you can see which materials have which reaction tokens by default, and so not requierd in your custom reactions.
Thanks scam tank for answering those Qs better than I could(not being sarcastic) , I learned something from them myself :)
BTW Urist their is a dedicated reaction questions thread as well http://www.bay12forums.com/smf/index.php?topic=110030.0
It has no THOUGHT part (EG a brain). Either give it one of those or NO_THOUGHT_CENTER_FOR_MOVEMENT.
[PRODUCT:100:1:ARMOR:ITEM_ARMOR_UNIFORMJACKET:GET_MATERIAL_FROM_REAGENT:cloth:NONE]
[CREATURE:BISON]
[DESCRIPTION: A huge, powerful bovine with short, curved horns and a humped back. Great numbers of these beasts traverse the temperate plains.]
[NAME:bison:bison:bison]
[CASTE_NAME:bison:bison:bison]
[CREATURE_TILE:'B'][COLOR:6:0:0]
[BIOME:GRASSLAND_TEMPERATE]
[BIOME:SAVANNA_TEMPERATE]
[BIOME:SHRUBLAND_TEMPERATE]
[POPULATION_NUMBER:15:30][FREQUENCY:25]
[CLUSTER_NUMBER:3:7]
[PETVALUE:500]
[PREFSTRING:strength]
[LARGE_ROAMING]
[BENIGN][MEANDERER][PET_EXOTIC]
[VISION_ARC:50:310]
[STANDARD_GRAZER]
[BODY:QUADRUPED_NECK_HOOF:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:MOUTH:TONGUE:GENERIC_TEETH:RIBCAGE:2HEAD_HORN]
[NATURAL]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[USE_MATERIAL_TEMPLATE:HOOF:HOOF_TEMPLATE]
[USE_MATERIAL_TEMPLATE:HORN:HORN_TEMPLATE]
[SELECT_MATERIAL:HAIR]
[STATE_NAME:ALL_SOLID:fleece]
[STATE_ADJ:ALL_SOLID:fleece]
[YARN]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[USE_TISSUE_TEMPLATE:HOOF:HOOF_TEMPLATE]
[USE_TISSUE_TEMPLATE:HORN:HORN_TEMPLATE]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]
[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:0:0:70000]
[BODY_SIZE:1:0:350000]
[BODY_SIZE:2:0:900000]
[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:10:25]
[ATTACK:KICK:BODYPART:BY_CATEGORY:HOOF_FRONT]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:4:4]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_WITH]
[ATTACK_FLAG_BAD_MULTIATTACK]
[ATTACK:KICK:BODYPART:BY_CATEGORY:HOOF_REAR]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:4:4]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_WITH]
[ATTACK_FLAG_BAD_MULTIATTACK]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_CANLATCH]
[ATTACK:HGORE:BODYPART:BY_CATEGORY:HORN]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:gore:gores]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[DIURNAL]
[HOMEOTHERM:10068]
[APPLY_CREATURE_VARIATION:STANDARD_QUADRUPED_GAITS:900:711:521:293:1900:2900] 30 kph, NO DATA
[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]
[MULTIPLE_LITTER_RARE]
[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:BROWN:1]
[TLCM_NOUN:hair:SINGULAR]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:0:0:0:0:0:0:0]
[APP_MOD_NOUN:fleece: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]
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER:BROWN:1:BURNT_UMBER:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_PEACH:1:DARK_TAN:1:ECRU:1:PALE_BROWN:1:PALE_CHESTNUT:1:PALE_PINK:1:PEACH:1:PINK:1:RAW_UMBER:1:SEPIA:1:TAN:1:TAUPE_PALE:1:TAUPE_SANDY:1]
[TLCM_NOUN:skin:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:BLACK:1]
[TLCM_NOUN:eyes:PLURAL]
[SELECT_MATERIAL:ALL]
[MULTIPLY_VALUE:3]
Thanks scam tank for answering those Qs better than I could(not being sarcastic) , I learned something from them myself :)
BTW Urist their is a dedicated reaction questions thread as well http://www.bay12forums.com/smf/index.php?topic=110030.0
Many thx to both of you. Helped me a lot. :-)
I tried to give other civs the goblins mask token [HELM:ITEM_HELM_MASK:UNCOMMON] and they dont seem to be able to make them. How do I get it to work, do I change uncommon to common?
[CREATURE:AQUILOUP]
[DESCRIPTION:A wolf-like creature with an eagle's broad wings and razor-sharp talons instead of paws. It can be seen flying high above the virtuous temperate lands.]
[NAME:aquiloup:aquiloups:aquiloup]
[CASTE_NAME:aquiloup:aquiloups:aquiloups]
[CHILD:2][GENERAL_CHILD_NAME:aquiloup pup:aquiloup pups]
[CREATURE_TILE:'A'][COLOR:7:0:1]
[LARGE_PREDATOR]
[LARGE_ROAMING][FREQUENCY:50]
[BIOME:TUNDRA]
[BIOME:FOREST_TAIGA]
[BIOME:ANY_TEMPERATE_FOREST]
[BIOME:SHRUBLAND_TEMPERATE]
[BIOME:MOUNTAIN]
[POPULATION_NUMBER:15:30]
[CLUSTER_NUMBER:3:7]
[GRASSTRAMPLE:0][NATURAL]
[PETVALUE:1000]
[PET_EXOTIC]
[TRAINABLE]
[GOOD]
[FLIER]
[GRASSTRAMPLE:0]
[MOUNT_EXOTIC]
[FANCIFUL]
[BONECARN]
[PREFSTRING:elaborate courtship flights]
[PREFSTRING:noble features]
[PREFSTRING:devoted parenting]
[BODY:QUADRUPED_NECK:2WINGS: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]
[BODY_DETAIL_PLAN: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:FEATHER:FEATHER_TEMPLATE]
[USE_TISSUE_TEMPLATE:FEATHER:FEATHER_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:WING]
[USE_MATERIAL_TEMPLATE:TALON:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:TALON:TALON_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:TOE:TALON:FRONT]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[BODY_SIZE:0:0:20000]
[BODY_SIZE:1:0:100000]
[BODY_SIZE:2:0:200000]
[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:20:40]
[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:TALON]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:claw:claws]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:SECOND]
[DIURNAL]
[HOMEOTHERM:10070]
[APPLY_CREATURE_VARIATION:STANDARD_QUADRUPED_GAITS:900:447:298:149:1900:2900] 59 kph
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:6561:6115:5683:1755:7456:8567] 5 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:6561:6115:5683:1755:7456:8567] 5 kph
[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:WHITE:1:SILVER:1:PEARL:1]
[TLCM_NOUN:hair and feathers:PLURAL]
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER:BROWN:1:BURNT_UMBER:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_PEACH:1:DARK_TAN:1:ECRU:1:PALE_BROWN:1:PALE_CHESTNUT:1:PALE_PINK:1:PEACH:1:PINK:1:RAW_UMBER:1:SEPIA:1:TAN:1:TAUPE_PALE:1:TAUPE_SANDY:1]
[TLCM_NOUN:skin:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:IRIS_EYE_AMBER:1:ORANGE:1:GOLD:1]
[TLCM_NOUN:eyes:PLURAL]
[SELECT_MATERIAL:ALL]
[MULTIPLY_VALUE:4]
I have my own issues with modding creatures, but let me take a look and see what's going on.
I think the "Goomy" in [NAME] and [CASTE_NAME] have to be in all caps, but I haven't tried it otherwise.
Make sure it's a .txt file and not a .rtf file.In my early modding days, I saved things as .rtf files; they worked fine.
Is it really vital that you get your magnesia in boulder form that's stored in stone stockpiles? You could go the plaster/earthenware route and give it the [NO_STONE_STOCKPILE] tag.
Create an interaction that only the selected caste has, and have them use it on themselves.
Use IT_AFFECTED_CREATURE:CREATURE:CASTE to make sure that they only use it on themselves.
Give the interaction [CE:COUNTER_TRIGGER:CAVE_ADAPT:min number:max number:REQUIRED]
a1
a2
CAVE_INTOL
a1
a2
CAVE_INTOL
a1
a2
CAVE_INTOL
a1
a2
CAVE_INTOL
a1
a2
CAVE_INTOL
a1
a2
CAVE_INTOL
[INTERACTION:CAVE_INTOL]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_NAME:cave intolerance]
[CE_DIZZINESS:SEV:2:RESISTABLE:PROB:100:START:0]
[CE:COUNTER_TRIGGER:CAVE_ADAPT:33600:67200:REQUIRED]
[CE_DIZZINESS:SEV:3:RESISTABLE:PROB:100:START:0]
[CE:COUNTER_TRIGGER:CAVE_ADAPT:67200:100800:REQUIRED]
[CE_DIZZINESS:SEV:4:RESISTABLE:PROB:100:START:0]
[CE:COUNTER_TRIGGER:CAVE_ADAPT:100800:134400:REQUIRED]
[CE_DIZZINESS:SEV:5:RESISTABLE:PROB:100:START:0]
[CE:COUNTER_TRIGGER:CAVE_ADAPT:134400:168000:REQUIRED]
[CE_DIZZINESS:SEV:5:RESISTABLE:PROB:100:START:0]
[CE:COUNTER_TRIGGER:CAVE_ADAPT:168000:201600:REQUIRED]
[CE_DIZZINESS:SEV:6:RESISTABLE:PROB:100:START:0]
[CE:COUNTER_TRIGGER:CAVE_ADAPT:201600:235200:REQUIRED]
[CE_DIZZINESS:SEV:7:RESISTABLE:PROB:100:START:0]
[CE:COUNTER_TRIGGER:CAVE_ADAPT:235200:268800:REQUIRED]
[CE_DIZZINESS:SEV:8:RESISTABLE:PROB:100:START:0]
[CE:COUNTER_TRIGGER:CAVE_ADAPT:268800:302400:REQUIRED]
[CE_DIZZINESS:SEV:9:RESISTABLE:PROB:100:START:0]
[CE:COUNTER_TRIGGER:CAVE_ADAPT:302400:336000:REQUIRED]
[CE_DIZZINESS:SEV:10:RESISTABLE:PROB:100:START:0]
[CE:COUNTER_TRIGGER:CAVE_ADAPT:336000:369600:REQUIRED]
[CE_DIZZINESS:SEV:100:RESISTABLE:PROB:100:START:0]
[CE:COUNTER_TRIGGER:CAVE_ADAPT:369600:403200:REQUIRED]
[CE_DIZZINESS:SEV:100:RESISTABLE:PROB:100:START:0]
[CE:COUNTER_TRIGGER:CAVE_ADAPT:403200:NONE:REQUIRED]
[CE_DIZZINESS:SEV:100:RESISTABLE:PROB:100:START:0]
[CE:COUNTER_TRIGGER:CAVE_ADAPT:403200:436800:REQUIRED]
[CE_DIZZINESS:SEV:100:RESISTABLE:PROB:100:START:0]
[CE:COUNTER_TRIGGER:CAVE_ADAPT:436800:470400:REQUIRED]
[CE_DIZZINESS:SEV:100:RESISTABLE:PROB:100:START:0]
[CE:COUNTER_TRIGGER:CAVE_ADAPT:470400:504000:REQUIRED]
[CE_DIZZINESS:SEV:100:RESISTABLE:PROB:100:START:0]
[CE:COUNTER_TRIGGER:CAVE_ADAPT:504000:537600:REQUIRED]
[CE_DIZZINESS:SEV:100:RESISTABLE:PROB:100:START:0]
[CE:COUNTER_TRIGGER:CAVE_ADAPT:537600:571200:REQUIRED]
[CE_DIZZINESS:SEV:100:RESISTABLE:PROB:100:START:0]
[CE:COUNTER_TRIGGER:CAVE_ADAPT:571200:604800:REQUIRED]
[CE_DIZZINESS:SEV:100:RESISTABLE:PROB:100:START:0]
[CE:COUNTER_TRIGGER:CAVE_ADAPT:604800:NONE:REQUIRED]
Some creatures live and swim in magma. Is it possible to convince fire immune citizen that they can path through shallow magma like they do with water?
Some creatures live and swim in magma. Is it possible to convince fire immune citizen that they can path through shallow magma like they do with water?
I doub't it's possible; Even then it probably wouldn't be a good idea since the stuff your fireimmune creatures are going to be carrying/wearing is most likely not magmaproof.
I added fireimmune_super and dragonfire to my little steel angel chicks, had a companion with me and was running around laughing as I barfed fiery death everywhere (no wonder dragons do this, it's fun as hell!) the only thing she got stuck by was the whole flying creatures stuck in trees bug. She'd happily play with me in the middle of dragonfire without worries.Some creatures live and swim in magma. Is it possible to convince fire immune citizen that they can path through shallow magma like they do with water?
I doub't it's possible; Even then it probably wouldn't be a good idea since the stuff your fireimmune creatures are going to be carrying/wearing is most likely not magmaproof.
Hauled stuff burn, but worn or held does not. I supposed that they take on the temperature of their wearer.
NopeIs there some non-hacky way to implement a cure/antidote for a syndrome that isn't pre-emptive?
I added fireimmune_super and dragonfire to my little steel angel chicks, had a companion with me and was running around laughing as I barfed fiery death everywhere (no wonder dragons do this, it's fun as hell!) the only thing she got stuck by was the whole flying creatures stuck in trees bug. She'd happily play with me in the middle of dragonfire without worries.
I did notice that at one point she had socks on along with her armor (no other clothes, they're pretty random about when they wear clothes properly) and a pouch with stuff in it, said stuff lasted the first several runs through fire, but later we took on a hydra and as I was a wrestler it took a while so I just said screw it and melted it with firespam. Later I noticed that she no longer had her cloth items with her, so I assume they burned.
Is there a way of removing tissue layers entirely using a syndrome? I'm trying to make an effect that rots a creature into a living skeleton. Necrosis doesn't work, the tissue just stays rotten forever.No and No.
Also, has anyone managed to use BODY_MAT_INTERACTION for anything other than transmitting a syndrome through drinking blood?
Is there a way of removing tissue layers entirely using a syndrome? I'm trying to make an effect that rots a creature into a living skeleton. Necrosis doesn't work, the tissue just stays rotten forever.No and No.
Also, has anyone managed to use BODY_MAT_INTERACTION for anything other than transmitting a syndrome through drinking blood?
Just [FIREIMMUNE_SUPER] plus the dragon breath interaction (and the hilarious undirected dust I was messing with before I remembered that it will only make magma with gas or vapor, so she farts a cloud of rock and flies around randomly >.<) and I originally copied the bronze colossus exactly with the changes to make it steel, elf sized, and allow flight plus some flavor text.I added fireimmune_super and dragonfire to my little steel angel chicks, had a companion with me and was running around laughing as I barfed fiery death everywhere (no wonder dragons do this, it's fun as hell!) the only thing she got stuck by was the whole flying creatures stuck in trees bug. She'd happily play with me in the middle of dragonfire without worries.
I did notice that at one point she had socks on along with her armor (no other clothes, they're pretty random about when they wear clothes properly) and a pouch with stuff in it, said stuff lasted the first several runs through fire, but later we took on a hydra and as I was a wrestler it took a while so I just said screw it and melted it with firespam. Later I noticed that she no longer had her cloth items with her, so I assume they burned.
Does your steel angel have FIXED_TEMP or is simply made of steel?
Does your steel angel have FIXED_TEMP or is simply made of steel?Just [FIREIMMUNE_SUPER] plus the dragon breath interaction (and the hilarious undirected dust I was messing with before I remembered that it will only make magma with gas or vapor, so she farts a cloud of rock and flies around randomly >.<) and I originally copied the bronze colossus exactly with the changes to make it steel, elf sized, and allow flight plus some flavor text.
[CAN_DO_INTERACTION:WATER_TRANSFORMATION]
[CDI:VERB:transforms:transforms:NA]
[CDI:TARGET:A:SELF_ONLY]
[CDI:FREE_ACTION]
interaction_test.txt:interaction_test
[OBJECT:INTERACTION]
[INTERACTION:WATER_TRANSFORMATION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_LOCATION:IN_WATER]
[SYNDROME]
[CE_BODY_TRANSFORMATION:START:1]
[CE:CREATURE:DWARF:MALE_2]
[CE_FLASH_TILE:TILE:19:6:4:1:FREQUENCY:200:200:START:0]
I'm sure there are personality factors, which I think get considered on top of entity prefs, hence why the steel angels don't care, their entity entry was originally modified from a copy of the kobold one and they're happy to run around in a loincloth and a dagger.
Don'y you need [I_SOURCE:CREATURE_ACTION] for interactions to activate?
Nope, they're little steel versions of the bronze colossus which I play around with now and then to try out different ideas.I'm sure there are personality factors, which I think get considered on top of entity prefs, hence why the steel angels don't care, their entity entry was originally modified from a copy of the kobold one and they're happy to run around in a loincloth and a dagger.
I did not see anything special about kobold that make them not care about clothing but I'll keep looking. Otherwise I have a dfhack script that does the trick.
Do your angels need to eat? Because when I removed fixed_temp, suddenly all food was "too cold" and the succubi starved. They also cried, and their tear turned into steam so perhaps settings were just bad.
ARSENIC:Unrecognized Inorganic Material Definition Token: CE_IMPAIR_FUNCTION
ARSENIC:Unrecognized Inorganic Material Definition Token: CE_SWELLING
path fail: milkfish,187,0,140 -> 172,17,140: Id #1658:Path Goal Flee Terrain:Station None at 186,1,140
path fail: milkfish,187,0,140 -> 173,19,140: Id #1659:Path Goal Flee Terrain:Station None at 186,1,140
path fail: dog,99,97,134 -> 98,95,140: Id #1605:Path Goal Seek Station:Station Wagon at 97,95,140
Since I've been modding again, the game has been crashing. A lot. Like 50% of worldgens and embarks. Nothing about it in errorlog, and mods seem to be working as intended.Without you posting the mod, no one can help you. ;)
I'll have to do some detective work, but does anyone have any ideas?
And how to change this code to actually poison dwarves, when working with this material. I set it so that arsenic weapons and other metallic materials can be created. So you can trap e.g. goblins in toxic arsenic cages or shoot at them with toxic arsenic bolts. Full code of arsenic:
Using the latest 0.40.24 starter pack, with Phoebus tileset. With my own custom color scheme which has the strange effect of turning Vomit cyan, despite green being green in my color scheme, for some reason it changes vomit to cyan.
Could anyone help me locate or change the color of Vomit via the raws? ::) (what a glorious thing to bother modding, isnt it?)
I'd also like to change the Cherry leaves & fruits to PALE_PINK and PINK respectively (the tile "contaminants" that fall on the ground), i tried to, both in displayed_color and state_color, but didnt seem to work (perhaps it doesnt affect savegames, even if said savegames are updated via the launcher?).
Thanks! Been googling "blood raws" and "Dwarf fortress vomit raws/color" for an hour, literally only find disgusting stuff not related to my question, LOL.
Some things are just a bitch to google for, aren't they? :o
I have a couple of questions:
In order to be able to encrust gems onto weapons, I'd have to create a custom workshop, correct?
With this workshop, can I restrict the types of gems that can be encrusted? For example if I want only Emeralds, Sapphires and Rubies to be encrust-able and gems like diamonds to not be.
Well... no, the vanilla jeweler jobs don't leave any room for weapons. It's either items that are finished goods, furniture or ammunition. That's it. With the flags they have, not even falconne's DFHack reaction tweaker GUI can sneak weapons into the task.Hm. I thought there was a jeweler job that was more or less a 'just encrust a thing'. Most of my gems go into a vault anyway.
Cheers.I have a couple of questions:
In order to be able to encrust gems onto weapons, I'd have to create a custom workshop, correct?
With this workshop, can I restrict the types of gems that can be encrusted? For example if I want only Emeralds, Sapphires and Rubies to be encrust-able and gems like diamonds to not be.Spoiler (click to show/hide)
And how to change this code to actually poison dwarves, when working with this material. I set it so that arsenic weapons and other metallic materials can be created. So you can trap e.g. goblins in toxic arsenic cages or shoot at them with toxic arsenic bolts. Full code of arsenic:I think SYN_CONTACT only really activates when something is coated in a substance. Like how walking through water, blood, or pus can coat your feet in the substance.
So the only way aside from DFHack witchery is probably to have it only usable in a custom workshop with one of the products being poisonous boiling stone.[/spoiler]
If a civilized creature is mortal and lacks [MALE]+[FEMALE] tags, will its civilization die out during world gen?I would also like to know this, I would like demons to die out in worldgen
Something weird happened to at least some of my plants in 40.24. They just disappear when they're harvested.
They have the same code as used in previous versions, as do their materials.Spoiler: Two disappearing plants (click to show/hide)
They DON'T disappear if I just summon some with DFHack, only if they're harvested from a plot.
They also can't be harvested from the ground (the shrub doesn't get selected).
If a civilized creature is mortal and lacks [MALE]+[FEMALE] tags, will its civilization die out during world gen?
This responds to multiple posts and each response is spoilered for lengthAnd how to change this code to actually poison dwarves, when working with this material. I set it so that arsenic weapons and other metallic materials can be created. So you can trap e.g. goblins in toxic arsenic cages or shoot at them with toxic arsenic bolts. Full code of arsenic:Spoiler (click to show/hide)Using the latest 0.40.24 starter pack, with Phoebus tileset. With my own custom color scheme which has the strange effect of turning Vomit cyan, despite green being green in my color scheme, for some reason it changes vomit to cyan.
Could anyone help me locate or change the color of Vomit via the raws? ::) (what a glorious thing to bother modding, isnt it?)
I'd also like to change the Cherry leaves & fruits to PALE_PINK and PINK respectively (the tile "contaminants" that fall on the ground), i tried to, both in displayed_color and state_color, but didnt seem to work (perhaps it doesnt affect savegames, even if said savegames are updated via the launcher?).
Thanks! Been googling "blood raws" and "Dwarf fortress vomit raws/color" for an hour, literally only find disgusting stuff not related to my question, LOL.
Some things are just a bitch to google for, aren't they? :oSpoiler (click to show/hide)I have a couple of questions:
In order to be able to encrust gems onto weapons, I'd have to create a custom workshop, correct?
With this workshop, can I restrict the types of gems that can be encrusted? For example if I want only Emeralds, Sapphires and Rubies to be encrust-able and gems like diamonds to not be.Spoiler (click to show/hide)
When I change the game version from 0.40.19 to 0.40.24, I start getting undefined foo material set to default. What does this mean?Spoiler: Errorlog (click to show/hide)
What is the size of the sand stored in a bag after it's gathered by a dwarf?
I don't think it's the 150 of a bar but I can't be sure.
[BODY:BASIC_2PARTBODY:BASIC_HEAD:SIDE_FINS:DORSAL_FIN:TAIL:2EYES:HEART:GUTS:ORGANS:SPINE:BRAIN:SKULL:MOUTH:RIBCAGE]
[BODY:BASIC_2PARTBODY:BASIC_HEAD]
[BODY:SIDE_FINS:DORSAL_FIN:TAIL]
[BODY:2EYES:HEART:GUTS:ORGANS:SPINE:BRAIN]
[BODY:SKULL:MOUTH:RIBCAGE]
[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]
Would it be possible to make underground trade routes? Like have a caravan or migrants come in from the map edge in a tunnel? I would love to be able to seal off my fortress from the outside world and only get outsiders through the tunnels i decide to make, and be able to even seal that off. I really have no idea what is feasibly possible with file modding so im sorry if its completely impossible or has been asked a million times.I recall someone doing some DFHack wizardry to teleport a caravan into the caverns the moment it entered the map, but it was either for 0.34, had serious side-effects, or both. Someone in the DFHack thread might remember it better (maybe even its author).
Doesn't sound possible.
How would I make blood man blood cause actual vampirism? The name for the vampire interaction is DEITY_CURSE_VAMPIRE_1.
Give it a syndrome that is for all intents and purposes vampirism.That's what I already had. Oh well.
There is an example interaction that shows what a vampire syndrome would look like, it would be possible to just take the syndrome out, adjust it as needed, and stick it onto blood man blood.
I want to mod my embark so my dwarves start without nothing even clothings (I want to embark my dwarves nudes to role that all theyre goods where stolen :) ). How do i do this?.It might be easier to strip everything off of them the moment the map loads, as if they were victims of the Ultimate Kea Heist.
*** Error(s) finalizing the creature CLOTH_DOG
undefined local creature material set to default: CLOTH_DOG LEATHER
undefined local creature material set to default: CLOTH_DOG BRAIN
CLOTH_DOG:DEFAULT:right front leg, layer 4: Tissue was not found, using first tissue instead
CLOTH_DOG:DEFAULT:left front leg, layer 4: Tissue was not found, using first tissue instead
CLOTH_DOG:DEFAULT:right front paw, layer 4: Tissue was not found, using first tissue instead
CLOTH_DOG:DEFAULT:left front paw, layer 4: Tissue was not found, using first tissue instead
CLOTH_DOG:DEFAULT:right rear leg, layer 4: Tissue was not found, using first tissue instead
CLOTH_DOG:DEFAULT:left rear leg, layer 4: Tissue was not found, using first tissue instead
CLOTH_DOG:DEFAULT:right rear paw, layer 4: Tissue was not found, using first tissue instead
CLOTH_DOG:DEFAULT:left rear paw, layer 4: Tissue was not found, using first tissue instead
CLOTH_DOG:DEFAULT:tail, layer 4: Tissue was not found, using first tissue instead
CLOTH_DOG:DEFAULT:right ear, layer 2: Tissue was not found, using first tissue instead
CLOTH_DOG:DEFAULT:left ear, layer 2: Tissue was not found, using first tissue instead
CLOTH_DOG:DEFAULT:nose, layer 2: Tissue was not found, using first tissue instead
CLOTH_DOG:DEFAULT:upper spine, layer 1: Tissue was not found, using first tissue instead
CLOTH_DOG:DEFAULT:middle spine, layer 1: Tissue was not found, using first tissue instead
CLOTH_DOG:DEFAULT:lower spine, layer 1: Tissue was not found, using first tissue instead
CLOTH_DOG:DEFAULT:skull, layer 1: Tissue was not found, using first tissue instead
CLOTH_DOG:DEFAULT:left true rib, layer 1: Tissue was not found, using first tissue instead
CLOTH_DOG:DEFAULT:right true rib, layer 1: Tissue was not found, using first tissue instead
CLOTH_DOG:DEFAULT:left false rib, layer 1: Tissue was not found, using first tissue instead
CLOTH_DOG:DEFAULT:right false rib, layer 1: Tissue was not found, using first tissue instead
CLOTH_DOG:DEFAULT:left floating rib, layer 1: Tissue was not found, using first tissue instead
CLOTH_DOG:DEFAULT:right floating rib, layer 1: Tissue was not found, using first tissue instead
[CREATURE:CLOTH_DOG]
[DESCRIPTION:A medium-sized highly social mammalian carnivore. It has a keen sense of smell. It can be trained to obey commands.]
[NAME:cloth mech dog:cloth mech dogs:cloth mech dog]
[CASTE_NAME:cloth mech dog:cloth mech dogs:cloth mech dog]
[CREATURE_TILE:'d'][COLOR:6:0:0]
[PETVALUE:30][NATURAL]
[LARGE_ROAMING]
[COMMON_DOMESTIC][TRAINABLE][PET]
[NO_DRINK][NO_EAT][NO_SLEEP]
[NOT_LIVING]
[NO_DIZZINESS]
[NO_FEVERS]
[NOBREATHE]
[NOEMOTION]
[PREFSTRING:loyalty]
[ODOR_LEVEL:0] no smell
[BODY:QUADRUPED_NECK:TAIL:2EYES:2EARS:NOSE:THROAT:NECK:SPINE:MECH_CORE:SKULL:MOUTH:GENERIC_TEETH_WITH_LARGE_EYE_TEETH:RIBCAGE]
[BODYGLOSS:PAW]
[BODY_DETAIL_PLAN:MECH_STANDARD_MATERIALS]
[USE_MATERIAL_TEMPLATE:SKIN:THREAD_PLANT_TEMPLATE]
[BODY_DETAIL_PLAN:MECH_STANDARD_TISSUES]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[USE_MATERIAL_TEMPLATE:SINEW:RUBBER_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[BODY_SIZE:0:0:30000]
[BODY_SIZE:1:0:30000]
[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]
[CHILD:1]
[DIURNAL]
[GENERAL_CHILD_NAME:cloth mech dog:cloth mech dogs]
[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]
[MALE]
It could be [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:BONE:CARTILAGE], as it only has three arguments within it while the detail plan has up to five.Ah, so that was the problem. Thanks!
[PETVALUE:30][NATURAL]random comment here[PET]
Does the token [PET] is considered part of the comment? or is it still a valid token? comment here[PETVALUE:30][NATURAL][PET]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
I found this inside the bluejay raws, there's a space on the second line, is that necessary? If it is necessary, what would be the difference if I used a tab there?Comments are anything that is not valid syntax. Whitespace outside of tokens are ignored entirely. Indenting is ignored entirely.I get it, thanks for the info!
[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:11]
[CLUTCH_SIZE:2:7]
How does DF recognize that [LAYS_EGGS] is referencing to the FEMALE caste? [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:11]
[CLUTCH_SIZE:2:7]
[CASTE:FEMALE]
[FEMALE]
[CASTE:MALE]
[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:11]
[CLUTCH_SIZE:2:7]
Is there any difference between 1-3 armor levels?
Nah, I just like to take the opportunity to say that as often as possible.I bet that gets really awkward on dates.
Nah, I just like to take the opportunity to say that as often as possible.I bet that gets really awkward on dates.
Oh hell, what are the default shoot force and maxvel for throwing something? Is the game calculating that and then the one from the weapon?
Oh god I didn't even think about that, I just meant bringing up dorf fortress mechanics... I'm disappointed in myself for not immediately jumping to a dirty conclusion.Nah, I just like to take the opportunity to say that as often as possible.I bet that gets really awkward on dates.
Talk of contact areas, penetration and velocity? Hell naw.
IIRC they're related to the strength of the unit.Hmmm, someone was testing that recently I could swear.
inorganic_metal_modded
[OBJECT:INORGANIC]
[INORGANIC:FOLDED_STEEL]
[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:folded steel]
[STATE_NAME_ADJ:LIQUID:molten folded steel]
[STATE_NAME_ADJ:GAS:boiling folded steel]
[DISPLAY_COLOR:0:7:1]
[BUILD_COLOR:0:7:1]
[MATERIAL_VALUE:35]
[SPEC_HEAT:500]
[MELTING_POINT:12718]
[BOILING_POINT:14968]
[ITEMS_WEAPON][ITEMS_WEAPON_RANGED][ITEMS_AMMO][ITEMS_DIGGER][ITEMS_ARMOR][ITEMS_ANVIL]
[SOLID_DENSITY:7850]
[LIQUID_DENSITY:6980]
[MOLAR_MASS:55845]
[IMPACT_YIELD:2000000]
[IMPACT_FRACTURE:3000000]
[IMPACT_STRAIN_AT_YIELD:500]
[COMPRESSIVE_YIELD:2500000]
[COMPRESSIVE_FRACTURE:3000000]
[COMPRESSIVE_STRAIN_AT_YIELD:940] 160
[TENSILE_YIELD:430000]
[TENSILE_FRACTURE:720000]
[TENSILE_STRAIN_AT_YIELD:225] 200
[TORSION_YIELD:430000]
[TORSION_FRACTURE:720000]
[TORSION_STRAIN_AT_YIELD:215]
[SHEAR_YIELD:430000]
[SHEAR_FRACTURE:720000]
[SHEAR_STRAIN_AT_YIELD:215] no data, used 200
[BENDING_YIELD:430000]
[BENDING_FRACTURE:720000]
[BENDING_STRAIN_AT_YIELD:215]
[MAX_EDGE:10000]
[ITEMS_HARD]
[ITEMS_METAL]
[ITEMS_BARRED]
[ITEMS_SCALED]
[STATE_COLOR:ALL_SOLID:GRAY]
I was trying to make a metal like the folded steel that katanas are made of, but I was not sure how to make it realistic.
At least some of those properties are rarely (if ever) actually used by DF, so this last bit of change may not make much difference to how the material actually performs in game, though I think that at least the impact values mater if the material is used to make armor.
I know have a new problem, even when I create an adventurer who's highest skill is throwing he does not spawn with this weapon.THROW doesn't spawn you with a weapon because it is a physical skill than a weapon skill. Like SNEAK won't spawn you with a weapon, but SPEAR or SWORD will.Spoiler (click to show/hide)
This revision looks to be an accurate DF representation of the tool steel linked above, with the standard DF assumptions about how the different strength values relate to one another, since the link doesn't have any strength values except the tensile ones.
What could I change it to, none of the other skills seem to fit, any ideas.
It will spam your errorlog though, as creatures aren't meant to be made of nothing.But don't worry about it. It's much ado about nothing.
(http://i1227.photobucket.com/albums/ee429/jm199312/rimshot.gif)It will spam your errorlog though, as creatures aren't meant to be made of nothing.But don't worry about it. It's much ado about nothing.
Is there any difference between 1-3 armor levels?
And is it possible to remove creature-related prefixes from materials like leather by basic modding (without DFhack)? If yes, then how?
Yes, but it is very buggy. Creatures will be able to attack them but they won't be able to attack creatures.
I'm not really sure where to ask this, but I'm looking for a mod I found a while ago where there was a creature or secret that could transform into all kinds of creatures. What mod was it?
Thanks for help! Though the second answer is a little bit disappointing, but whatever.Is there any difference between 1-3 armor levels?
And is it possible to remove creature-related prefixes from materials like leather by basic modding (without DFhack)? If yes, then how?
Armor levels dictate what civs use it for. They prefer the highest option for serious business combat armor.
Sure, just stick [NO_PREFIX] in the leather material template. That means you'll have 400 thousand different leathers all named "leather", but it'd shorten the inventory descriptions.
You can't make only a particular civ have a pet. It's all civs or none.How do I make so that all civs have my pet?
There are various pet-type tokens you can give entities that can control what types of animals they may use.
USE_ANY_PET_RACE
USE_CAVE_ANIMALS
USE_EVIL_ANIMALS
USE_GOOD_ANIMALS
COMMON_DOMESTIC_MOUNT
COMMON_DOMESTIC_PACK
COMMON_DOMESTIC_PET
COMMON_DOMESTIC_PULL
Look at the token listings. Chewing up the information yourself does you good.
http://dwarffortresswiki.org/index.php/DF2014:Item_token
So, I successfully made a creature which successfully creates civilizations and whatnot.I guess they need a bodypart that has the GRASP tag.
One problem, when I'm adventuring as one and I try to wrestle something, I cannot use my hands or any part of my arms.
How do I fix this?
What file do you find animal people in like lizard men? I want to make a lizard man society.I recommend you install a programmer's text editor that has "search for string in all of a folder's files" also known as "Find in files".
What is the point of "item_food.txt"? It doesn't affect the hard-coded kitchen reactions (removing them makes the reactions silently fail), and there doesn't seem to be much to do beyond that.The point is to add flavor to the world. Some mods you'd want modern cuisine like burger, cake, kebab, salad, snack, meatballs, fries, jelly, pizza, pie, wrap, marinade, dumplings, muffins.
So, I successfully made a creature which successfully creates civilizations and whatnot.
One problem, when I'm adventuring as one and I try to wrestle something, I cannot use my hands or any part of my arms.
How do I fix this?
I essentially want to make a mod that cranks up the difficulty of invasions significantly that doesn't rely on finding towers on the map (since it makes world gens extremely long to try to encourage more towers by setting the year to 1050).I recommend you give minimum skill levels to the invader creatures, eg. [NATURAL_SKILL:TRACKING:5] forest life
Would adding these things after I already embarked impact it any?Yes, as adding objects requires regenning the world, as does editing the entity files.
You could change an existing reaction (for example, for an alloy you never make) to be the one you want to test. The ID needs to stay the same, but you can change pretty much all of the internals including its human-readable name.Would adding these things after I already embarked impact it any?Yes, as adding objects requires regenning the world, as does editing the entity files.
building_custom_building
[OBJECT:BUILDING]
[BUILDING_WORKSHOP:CUSTOM_BUILDING]
[NAME:First Custom Building]
[NAME_COLOR:1:0:1]
[DIM:5:5]
[WORK_LOCATION:3:1]
[WORK_LOCATION:1:3]
[WORK_LOCATION:5:3]
[WORK_LOCATION:3:5]
[BUILD_LABOR:ALCHEMY]
[BUILD_KEY:CUSTOM_SHIFT_C]
[BLOCK:1:0:0:0:0:0]
[BLOCK:2:0:1:1:1:0]
[BLOCK:3:0:1:0:1:0]
[BLOCK:4:0:1:1:1:0]
[BLOCK:5:0:0:0:0:0]
[TILE:0:1:' ':' ':' ':' ':' ']
[TILE:0:2:' ':169:196:191:' ']
[TILE:0:3:' ':179:' ':179:' ']
[TILE:0:4:' ':192:196:217:' ']
[TILE:0:5:' ':' ':' ':' ':' ']
[COLOR:0:1:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0]
[COLOR:0:2:0:0:0:6:0:0:6:0:0:6:0:0:0:0:0]
[COLOR:0:3:0:0:0:6:0:0:0:0:0:6:0:0:0:0:0]
[COLOR:0:4:0:0:0:6:0:0:6:0:0:6:0:0:0:0:0]
[COLOR:0:5:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0]
[TILE:1:1:' ':' ':' ':' ':' ']
[TILE:1:2:' ':214:196:191:' ']
[TILE:1:3:' ':186:' ':179:' ']
[TILE:1:4:' ':211:196:217:' ']
[TILE:1:5:' ':' ':' ':' ':' ']
[COLOR:1:1:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0]
[COLOR:1:2:0:0:0:1:0:0:6:0:0:6:0:0:0:0:0]
[COLOR:1:3:0:0:0:1:0:0:0:0:0:6:0:0:0:0:0]
[COLOR:1:4:0:0:0:1:0:0:6:0:0:6:0:0:0:0:0]
[COLOR:1:5:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0]
[TILE:2:1:' ':' ':' ':' ':' ']
[TILE:2:2:' ':214:196:183:' ']
[TILE:2:3:' ':186:' ':186:' ']
[TILE:2:4:' ':211:196:189:' ']
[TILE:2:5:' ':' ':' ':' ':' ']
[COLOR:2:1:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0]
[COLOR:2:2:0:0:0:1:0:0:6:0:0:1:0:0:0:0:0]
[COLOR:2:3:0:0:0:1:0:0:0:0:0:1:0:0:0:0:0]
[COLOR:2:4:0:0:0:1:0:0:6:0:0:1:0:0:0:0:0]
[COLOR:2:5:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0]
[TILE:3:1:' ':' ':236:' ':' ']
[TILE:3:2:' ':214:205:183:' ']
[TILE:3:3:236:186:246:186:236]
[TILE:3:4:' ':211:205:189:' ']
[TILE:3:5:' ':' ':236:' ':' ']
[COLOR:3:1:0:0:0:0:0:0:2:0:0:0:0:0:0:0:0]
[COLOR:3:2:0:0:0:1:0:0:1:0:0:1:0:0:0:0:0]
[COLOR:3:3:2:0:0:1:0:0:7:0:0:1:0:0:2:0:0]
[COLOR:3:4:0:0:0:1:0:0:1:0:0:1:0:0:0:0:0]
[COLOR:3:5:0:0:0:0:0:0:2:0:0:0:0:0:0:0:0]
[BUILD_ITEM:4:STONE:NONE:NONE:NONE][BUILDMAT][CAN_USE_ARTIFACT]
item_custom
[OBJECT:ITEM]
[ITEM_TOOL:TOOL_CUSTOM]
[NAME:custom tool:custom tools]
[VALUE:0]
[TILE:139]
[SIZE:1]
reaction_decomposition
[OBJECT:REACTION]
[REACTION:MAKE_CUSTOM_TOOL]
[NAME:Make Custom Tool]
[BUILDING:CUSTOM_BUILDING:CUSTOM_S]
[REAGENT:a:1:stone:NONE:NONE:NONE]
[PRODUCT:100:4:TOOL:TOOL_CUSTOM]
[SKILL:ALCHEMY]
[SITE_GUARDIAN]
[DIVINE_MAT_WEAPONS]
[DIVINE_MAT_ARMOR]
[DIVINE_MAT_CRAFTS]
[DIVINE_MAT_CLOTHING]
[INORGANIC:DIVINE_7]
[GENERATED]
[DIVINE]
[DISPLAY_COLOR:7:0:0]
[BUILD_COLOR:7:0:0]
[STATE_COLOR:ALL_SOLID:GRAY]
[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:booming metal]
[MATERIAL_VALUE:300]
[SPEC_HEAT:7500]
[MELTING_POINT:NONE]
[BOILING_POINT:NONE]
[ITEMS_WEAPON]
[ITEMS_WEAPON_RANGED]
[ITEMS_AMMO]
[ITEMS_DIGGER]
[ITEMS_ARMOR]
[ITEMS_ANVIL]
[ITEMS_HARD]
[ITEMS_METAL]
[ITEMS_BARRED]
[ITEMS_SCALED]
[SOLID_DENSITY:1000]
[LIQUID_DENSITY:1000]
[MOLAR_MASS:20000]
[IMPACT_YIELD:1000000]
[IMPACT_FRACTURE:2000000]
[IMPACT_STRAIN_AT_YIELD:0]
[COMPRESSIVE_YIELD:1000000]
[COMPRESSIVE_FRACTURE:2000000]
[COMPRESSIVE_STRAIN_AT_YIELD:0]
[TENSILE_YIELD:1000000]
[TENSILE_FRACTURE:2000000]
[TENSILE_STRAIN_AT_YIELD:0]
[TORSION_YIELD:1000000]
[TORSION_FRACTURE:2000000]
[TORSION_STRAIN_AT_YIELD:0]
[SHEAR_YIELD:1000000]
[SHEAR_FRACTURE:2000000]
[SHEAR_STRAIN_AT_YIELD:0]
[BENDING_YIELD:1000000]
[BENDING_FRACTURE:2000000]
[BENDING_STRAIN_AT_YIELD:0]
[MAX_EDGE:12000]
[SPHERE:THUNDER]
how would i go about changing barrel capacity, or is it hard-coded into the game?Hard coded.
aright, thx its been bugging me for a while now.how would i go about changing barrel capacity, or is it hard-coded into the game?Hard coded.
Check out ITEM_TOOL_POT in ITEM_TOOL.txt for an alternative if you just want food/drink containers with more space. ITEM_TOOL_JUG is above that as well.
Is there any way to make a submenu in a custom workshop?
Something similar to the metalcrafting shop, like make subcategories for each metal.
It's fixed assuming it doesn't get any more interesting. In any reaction's def, assign it to a category with [CATEGORY:<token>].
[CATEGORY:<token>]
[CATEGORY_NAME:<text>]
[CATEGORY_DESCRIPTION:<text>]
[CATEGORY_PARENT:<token>]
[CATEGORY_KEY:<key>]
The subtokens to define the category's details just need to appear below the CATEGORY somewhere once. The nesting can go as deeply as needed. It only shows reaction categories in the relevant workshops if your fort's entity has a permitted reaction within the category nesting, which will hopefully avoid some clutter in complicated mods. We'll have to see what else is necessary as we go. Things like material assignments linked to categories (to handle stuff like glass coming out into the raws) are elevated to "low-hanging fruit" status now, but aren't in the game.
In the next version, this will be the syntax:It's fixed assuming it doesn't get any more interesting. In any reaction's def, assign it to a category with [CATEGORY:<token>].
[CATEGORY:<token>]
[CATEGORY_NAME:<text>]
[CATEGORY_DESCRIPTION:<text>]
[CATEGORY_PARENT:<token>]
[CATEGORY_KEY:<key>]
The subtokens to define the category's details just need to appear below the CATEGORY somewhere once. The nesting can go as deeply as needed. It only shows reaction categories in the relevant workshops if your fort's entity has a permitted reaction within the category nesting, which will hopefully avoid some clutter in complicated mods. We'll have to see what else is necessary as we go. Things like material assignments linked to categories (to handle stuff like glass coming out into the raws) are elevated to "low-hanging fruit" status now, but aren't in the game.
I'm working on some wendigos and they aren't quite the nigh-unstoppable killing machines I want them to be. Any tips?give them some Strength, Dexterity, speed, and skills. in particular, the Dodging skill makes them Dorf Souls 4 masters.
Is there a way to change the tiles used for dirt vs rough stone floors? Currently with varied tiles turned off they are both `.` period, but I was wondering if there was a way to change say rough stone to be a different tile, like `,` comma?Not with normal modding, but with Twbt (Text will be Text, by mifki, a dfhack plugin) you can change them by using override tiles.
2,147,483,647and how would i go about getting that value?
They will use the word regardless if a translation exists and it will show up as a blank in-game. If you remove T_WORD:DAGGER:urist from dwarves, "Urist Avuzurist" becomes " Avuz ".Thanks. Not the answer I was hoping for, but good to know that any new WORD needs T_WORD's in every language.
Goblins have [VARIABLE_POSITIONS:ALL] and [SITE_VARIABLE_POSITIONS:ALL] in their entity, so during worldgen their civilizations can generate noble positions to fill any needed responsibility. I haven't tried making a civ with neither variable positions nor a position with [RESPONSIBILITY:MAKE_PEACE_AGREEMENTS], so I'm uncertain if doing so would acomplish a civ which is unable to end any wars it gets into.Doesn't [UTTERANCES] accomplish the same thing? Though that could break all international relations like trading.
Yea, not being able to speak intelligibly kind of impedes negotiations.Darmok and Gilad at Tenagra.
Just having them not speak at all accomplishes the same thing.
Is there a way to change the tiles used for dirt vs rough stone floors? Currently with varied tiles turned off they are both `.` period, but I was wondering if there was a way to change say rough stone to be a different tile, like `,` comma?Not with normal modding, but with Twbt (Text will be Text, by mifki, a dfhack plugin) you can change them by using override tiles.
[OVERRIDE:46:T:SoilFloor1:text:44:]
[OVERRIDE:46:T:SoilFloor2:text:44:]
[OVERRIDE:46:T:SoilFloor3:text:44:]
[OVERRIDE:46:T:SoilFloor4:text:44:]
You'll still be looking through things, but not like that, not that manually, not with that much work. Use WinMerge. (http://winmerge.org/)Spoiler: my plant raws versus some default stuff (click to show/hide)
Alt-down arrow skips down to the next discrepancy, Alt-right arrow copies it over to that side. Saves tons of time and effort.
What are the "itemcorpse" parameters for making a creature leave an eagle feather behind on death?
How would I upgrade this mod http://dffd.bay12games.com/file.php?id=7194 from 34.11 to 40.24
How would I upgrade this mod http://dffd.bay12games.com/file.php?id=7194 from 34.11 to 40.24
Hmmm... the comparison match-ups can sometimes go haywire when there's a lot of repetition with small differences. You can dumb down the algorithm from Options>Compare.
You'll also want to have an untouched set of current default raws close at hand as a baseline to compare mods against.
[REACTION:CONVERT_GABBRO]
[NAME:Convert Gabbro]
[BUILDING:CUSTOM_BUILDING:CUSTOM_G]
[REAGENT:A:STONE:NONE:INORGANIC:GABBRO]
[PRODUCT:100:1:BAR:NONE:INORGANIC:IRON]
[SKILL:ALCHEMY]
I'm pretty sure it's an issue with the item tokens, however I have no idea on how to fix it.
I have a question for race/civ creation. If I want to make two civs constantly at war, would their personality traits (war more favorable and other differences) or their ethics have more to do it with? The wiki says it's the ethics that count more, is that true?give one the item thief token or baby snatcher token. it makes them hostile to every race without that token
I have a question for race/civ creation. If I want to make two civs constantly at war, would their personality traits (war more favorable and other differences) or their ethics have more to do it with? The wiki says it's the ethics that count more, is that true?
my custom race just sat there in fortress mode and after a while i realized that Therapist said they had no grasp or stance body parts. in adv mode they still carry swords and stand up. how do i fix this?Spoiler (click to show/hide)
[ENTITY:DRAGON_ADV]
[CREATURE:DRAGON]
[INDIV_CONTROLLABLE]
Is this all I need to play as a creature in Adventure Mode?Code: [Select][ENTITY:DRAGON_ADV]
[CREATURE:DRAGON]
[INDIV_CONTROLLABLE]
ok, new problem. the race seems to work well now except that when they sleep, they never wake up. i remove no_exert to no avail.Take out NO_STUN.
Is this all I need to play as a creature in Adventure Mode?Code: [Select][ENTITY:DRAGON_ADV]
[CREATURE:DRAGON]
[INDIV_CONTROLLABLE]
you also need a line with [ADVENTURE_TIER:x] where x is a number not used by any other entity in your raws.
Is this all I need to play as a creature in Adventure Mode?Code: [Select][ENTITY:DRAGON_ADV]
[CREATURE:DRAGON]
[INDIV_CONTROLLABLE]
you also need a line with [ADVENTURE_TIER:x] where x is a number not used by any other entity in your raws.
I don't think you do, as long as you have INDIV_CONTROLLABLE.
thank youok, new problem. the race seems to work well now except that when they sleep, they never wake up. i remove no_exert to no avail.Take out NO_STUN.
Really? I had always thought that line was required, but I've never tested without it. So if it isn't required, I stand corrected.Adventure tier just allows you to play as a creature that belongs to an in-world entity as opposed to an outsider, which for dummy entities like that dragon one is superfluous. Also, the number does not need to be unique. It's just for sorting.
Is it possible to have a reaction require a specific material from a specific creature? Like, say. hydra heart?
CREATURE_MAT:HYDRA:HEARTIt is HEART and so is the material so you have the right of it.
though I forgot what he exact name of the heart tissue is
[REAGENT:<reference usually A,B,C, etc>:<number created>:<Item token>:<Item subtype>:<material type>:<material argument>]
"CREATURE_MAT" goes in material type and "HYDRA:HEART" goes in material argument. If Item token and Item subtype are both NONE then any item with hydra heart material should be accepted.
[REACTION:ALCHEMIZE]
[NAME:make megabeast balm]
[ADVENTURE_MODE_ENABLED]
[REAGENT:hydra heart:1:NONE:NONE:CREATURE_MAT:HYDRA:HEART]
[REAGENT:dragon heart:1:NONE:NONE:CREATURE_MAT:DRAGON:HEART]
[REAGENT:roc heart:1:NONE:NONE:CREATURE_MAT:ROC:HEART]
[PRODUCT:100:1:PLANT:NONE:PLANT_MAT:BALM_MEGA:STRUCTURAL]
[SKILL:ALCHEMY]
I'd test if I knew how to.Well, the first step is to find a vampire willing to bite you.
Not a question itself, but I find it weird that the procedurally generated necromancer interaction prevents you from becoming thirsty or hungry ever, while simply putting no_eat/drink on an interaction will keep you from getting hungry/thirsty as you run around, the indicators still show up while traveling/resting in adventurer mode.That is very interesting and something I never knew about.
Do towers specifically require animated dead to construct? If you have a secret that raises corpses into entities without the [NOT_LIVING] token, possibly with a [CE_BODY_TRANSFORMATION] thrown in, will it still amass an army and build towers?
Because there are certain things I could do if that's the case.
[INTERACTION:AILUROMANCY]
[I_SOURCE:SECRET]
[IS_NAME:the secrets of cats]
[IS_SPHERE:FORTRESSES]
[IS_SECRET_GOAL:IMMORTALITY]
[IS_SECRET:SUPERNATURAL_LEARNING_POSSIBLE]
[IS_SECRET:MUNDANE_RESEARCH_POSSIBLE]
[IS_SECRET:MUNDANE_TEACHING_POSSIBLE]
[IS_SECRET:MUNDANE_RECORDING_POSSIBLE:objects/text/book_instruction.txt:objects/text/secret_death.txt]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_REQUIRES:MORTAL]
[IT_REQUIRES:CAN_LEARN]
[IT_REQUIRES:CAN_SPEAK]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Ailuromancer]
[SYNDROME]
[CE_DISPLAY_TILE:TILE:165:5:0:1:START:0]
[CE_DISPLAY_NAME:NAME:ailuromancer:ailuromancers:ailuromantic:START:0]
[CE_ADD_TAG:NOEXERT:NO_AGING:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:START:0]
[CE_CAN_DO_INTERACTION:START:0]
[CDI:ADV_NAME:Felify corpse]
[CDI:INTERACTION:AILUROMANCER_RAISE]
[CDI:TARGET:A:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:A:10]
[CDI:VERB:gesture:gestures:NA]
[CDI:TARGET_VERB:shudder and begin to move:shudders and begins to move]
[CDI:WAIT_PERIOD:10]
[INTERACTION:AILUROMANCER_RAISE]
[I_TARGET:A:CORPSE]
[IT_LOCATION:CONTEXT_ITEM]
[IT_AFFECTED_CLASS:GENERAL_POISON]
[IT_REQUIRES:FIT_FOR_ANIMATION]
[IT_FORBIDDEN:NOT_LIVING]
[IT_MANUAL_INPUT:corpses]
[I_EFFECT:ANIMATE]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Felified corpse]
[SYNDROME]
[CE_BODY_TRANSFORMATION:START:0][CE:CREATURE:CAT:MALE]
I'm working on an interaction that make someone able to spit poisonous gas, is there a way to make the creature immune to the poison it learn to emit (since TRAILING_X_FLOW and UNDIRECTED_X always caught the emitter in it)remove the [CREATURE_CLASS:GENERAL_POISON] or use [SYN_IMMUNE_CREATURE:ADDER:ALL]
Getting rid of the creature class also makes it totally impervious to just about every poison, toxin and contaminant the base game throws at you. Better to use option #2.thanks for posting that, forgot to add that to my post :P
Are there graphics for the creatures in the raw/graphics folder, and are the files set up properly?Woah, hello. The files may be all messed up. The init file is set to enable graphics, but it mentions that DF "will use the "raw/graphics" folder for tile information." All of the .png files are mixed up in the "raw/" folder.
Did you enable graphics in the init files?
Just watch out for that Holy Hand Grenade of Antioch.
If they're in a separate file:
1.) Is the file named along the lines of entity_xyz.txt? Nothing else will do.
2.) Did you remember the file headers at the top?
creature_insurgentelf
[OBJECT:CREATURE]
[CREATURE:INSURGENTELF]
[DESCRIPTION:A medium-sized creature dedicated to protecting nature native to this region by joining the invading outland elf armies.]
[NAME:insurgent elf:insurgent elves:insurgent]
[CASTE_NAME:insurgent elf:insurgent elves:insurgent]
[CREATURE_TILE:'e'][COLOR:3:0:0]
[CREATURE_SOLDIER_TILE:137]
[INTELLIGENT]
[CANOPENDOORS]
[BENIGN]
[VERMIN_HATEABLE]
[PREFSTRING:hypocrisy]
[SPEECH:elf.txt]
[PERSONALITY:ABSTRACT_INCLINED:0:55:100]
[PERSONALITY:ART_INCLINED:0:60:100]
[PERSONALITY:CURIOUS:0:55:100]
[PERSONALITY:MARTIAL_PROWESS:0:75:100]
[PERSONALITY:PERSEVERANCE:0:45:100]
[PERSONALITY:VENGEFUL:0:60:100]
[PERSONALITY:ACTIVITY_LEVEL:0:40:100]
[PERSONALITY:PRIDE:0:55:100]
[PERSONALITY:VANITY:0:55:100]
[BODY:HUMANOID_NECK:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:TONGUE:FACIAL_FEATURES:TEETH:RIBCAGE]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:HEAD_HAIR_TISSUE_LAYERS]
[USE_TISSUE_TEMPLATE:EYEBROW:EYEBROW_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:HEAD:EYEBROW:ABOVE:BY_CATEGORY:EYE]
[USE_TISSUE_TEMPLATE:EYELASH:EYELASH_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:EYELID:EYELASH:FRONT]
[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:FINGER:NAIL:FRONT]
[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[USE_MATERIAL_TEMPLATE:SWEAT:SWEAT_TEMPLATE]
[USE_MATERIAL_TEMPLATE:TEARS:TEARS_TEMPLATE]
[USE_MATERIAL_TEMPLATE:SPIT:SPIT_TEMPLATE]
[SECRETION:LOCAL_CREATURE_MAT:SWEAT:LIQUID:BY_CATEGORY:ALL:SKIN:EXERTION]
[SECRETION:LOCAL_CREATURE_MAT:TEARS:LIQUID:BY_CATEGORY:EYE:ALL:EXTREME_EMOTION]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Spit]
[CDI:USAGE_HINT:NEGATIVE_SOCIAL_RESPONSE]
[CDI:USAGE_HINT:TORMENT]
[CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
[CDI:MATERIAL:LOCAL_CREATURE_MAT:SPIT:LIQUID_GLOB]
[CDI:VERB:spit:spits:NA]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:30]
[PHYS_ATT_RANGE:AGILITY:450:950:1150:1250:1350:1550:2250] +
[PHYS_ATT_RANGE:RECUPERATION:450:950:1150:1250:1350:1550:2250] +
[PHYS_ATT_RANGE:DISEASE_RESISTANCE:1250:1500:1750:2000:2500:3000:5000] +++
[MENT_ATT_RANGE:INTUITION:450:950:1150:1250:1350:1550:2250] +
[MENT_ATT_RANGE:PATIENCE:150:600:800:900:1000:1100:1500] -
[MENT_ATT_RANGE:MEMORY:5000:5000:5000:5000:5000:5000:5000] max
[MENT_ATT_RANGE:LINGUISTIC_ABILITY:1250:1500:1750:2000:2500:3000:5000] +++
[MENT_ATT_RANGE:SPATIAL_SENSE:450:950:1150:1250:1350:1550:2250] +
[MENT_ATT_RANGE:MUSICALITY:450:950:1150:1250:1350:1550:2250] +
[MENT_ATT_RANGE:KINESTHETIC_SENSE:700:1200:1400:1500:1600:1800:2500] ++
[MENT_ATT_RANGE:EMPATHY:450:950:1150:1250:1350:1550:2250] +
[MENT_ATT_RANGE:SOCIAL_AWARENESS:450:950:1150:1250:1350:1550:2250] +
[BODY_SIZE:0:0:3000]
[BODY_SIZE:1:168:15000]
[BODY_SIZE:6:0:60000]
[BODY_APPEARANCE_MODIFIER:HEIGHT:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
[BODY_APPEARANCE_MODIFIER:BROADNESS:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
[SET_BP_GROUP:BY_CATEGORY:EYE]
[BP_APPEARANCE_MODIFIER:CLOSE_SET:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:DEEP_SET:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:ROUND_VS_NARROW:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:LARGE_IRIS:25:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[SET_BP_GROUP:BY_CATEGORY:LIP]
[BP_APPEARANCE_MODIFIER:THICKNESS:50:70:90:100:110:130:200]
[APP_MOD_NOUN:lips:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:150:190]
[SET_BP_GROUP:BY_CATEGORY:NOSE]
[BP_APPEARANCE_MODIFIER:BROADNESS:25:70:90:100:110:130:200]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[BP_APPEARANCE_MODIFIER:LENGTH:25:70:90:100:110:130:200]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[BP_APPEARANCE_MODIFIER:UPTURNED:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:CONVEX:0:70:90:100:110:130:200]
[APP_MOD_NOUN:nose bridge:SINGULAR]
[SET_BP_GROUP:BY_CATEGORY:EAR]
[BP_APPEARANCE_MODIFIER:SPLAYED_OUT:0:70:90:100:110:130:200]
[APP_MOD_NOUN:ears:PLURAL]
[BP_APPEARANCE_MODIFIER:HANGING_LOBES:0:70:90:100:110:130:200]
[APP_MOD_NOUN:ears:PLURAL]
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_NOUN:ears:PLURAL]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_NOUN:ears:PLURAL]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[SET_BP_GROUP:BY_CATEGORY:TOOTH]
[BP_APPEARANCE_MODIFIER:GAPS:0:70:90:100:110:130:200]
[APP_MOD_NOUN:teeth:PLURAL]
[BP_APPEARANCE_MODIFIER:LENGTH:100:100:100:100:100:100:100] for vampires
[APP_MOD_IMPORTANCE:1000]
[APP_MOD_NOUN:teeth:PLURAL]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[SET_BP_GROUP:BY_CATEGORY:SKULL]
[BP_APPEARANCE_MODIFIER:HIGH_CHEEKBONES:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:BROAD_CHIN:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:JUTTING_CHIN:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:SQUARE_CHIN:0:70:90:100:110:130:200]
[SET_BP_GROUP:BY_CATEGORY:THROAT]
[BP_APPEARANCE_MODIFIER:DEEP_VOICE:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:RASPY_VOICE:0:70:90:100:110:130:200]
[SET_BP_GROUP:BY_CATEGORY:HEAD]
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[ATTACK: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]
BITE ATTACKS REMOVED
SCRATCH ATTACKS REMOVED
[BABY:1]
[CHILD:6]
[EQUIPS]
[DIURNAL]
[SMELL_TRIGGER:10]
[HOMEOTHERM:10067]
[APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:900:642:428:214:1900:2900] 41 kph
[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:2206:1692:1178:585:3400:4900] 15 kph
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:2728:2069:1409:675:4000:5700] 13 kph
[SWIMS_LEARNED]
[GRASSTRAMPLE:0]
[NO_VEGETATION_PERTURB]
[MANNERISM_FINGERS:finger:fingers]
[MANNERISM_NOSE:nose]
[MANNERISM_EAR:ear]
[MANNERISM_HEAD:head]
[MANNERISM_EYES:eyes]
[MANNERISM_MOUTH:mouth]
[MANNERISM_HAIR:hair]
[MANNERISM_KNUCKLES:knuckles]
[MANNERISM_LIPS:lips]
[MANNERISM_CHEEK:cheek]
[MANNERISM_NAILS:nails]
[MANNERISM_FEET:feet]
[MANNERISM_ARMS:arms]
[MANNERISM_HANDS:hands]
[MANNERISM_TONGUE:tongue]
[MANNERISM_LEG:leg]
[MANNERISM_LAUGH]
[MANNERISM_SMILE]
[MANNERISM_WALK]
[MANNERISM_SIT]
[MANNERISM_BREATH]
[MANNERISM_POSTURE]
[MANNERISM_STRETCH]
[MANNERISM_EYELIDS]
[CASTE:FEMALE]
[FEMALE]
[LITTERSIZE:3:8]
[ORIENTATION:FEMALE:0:0:100]
[ORIENTATION:MALE:100:0:0]
[CASTE:MALE]
[MALE]
[SET_BP_GROUP:BY_TYPE:LOWERBODY][BP_ADD_TYPE:GELDABLE]
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]
[ORIENTATION:MALE:100:0:0]
[ORIENTATION:FEMALE:0:0:100]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]
[PLUS_TL_GROUP:BY_CATEGORY:EYELID:EYELASH]
[TL_COLOR_MODIFIER:GOLDEN_YELLOW:1:GOLDENROD:1:MOSS_GREEN:1:ORANGE:1:PUMPKIN:1:RED:1:SAFFRON:1:SCARLET:1:SILVER:1:WHITE:1]
[TLCM_NOUN:hair:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:80:90:100:110:120:150]
[APP_MOD_NOUN:eyebrows:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]
[SET_TL_GROUP:BY_CATEGORY:EYELID:EYELASH]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:80:90:100:110:120:150]
[APP_MOD_NOUN:eyelashes:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:0:0:0:0:0:0:0]
[APP_MOD_RATE:1:DAILY:0:1000:0:0:NO_END]
[APP_MOD_NOUN:hair:SINGULAR]
[APP_MOD_DESC_RANGE:10:25:75:125:200:300]
[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_AQUA:1:IRIS_EYE_AQUAMARINE:1:IRIS_EYE_AZURE:1:IRIS_EYE_BLUE:1:IRIS_EYE_CERULEAN:1:IRIS_EYE_DARK_BLUE:1:IRIS_EYE_DARK_GREEN:1:IRIS_EYE_DARK_OLIVE:1:IRIS_EYE_EMERALD:1:IRIS_EYE_FERN_GREEN:1:IRIS_EYE_GREEN:1:IRIS_EYE_JADE:1:IRIS_EYE_LIGHT_BLUE:1:IRIS_EYE_MINT_GREEN:1:IRIS_EYE_MOSS_GREEN:1:IRIS_EYE_OLIVE:1:IRIS_EYE_PALE_BLUE:1:IRIS_EYE_PINE_GREEN:1:IRIS_EYE_SEA_GREEN:1:IRIS_EYE_SKY_BLUE:1:IRIS_EYE_SPRING_GREEN:1:IRIS_EYE_TEAL:1:IRIS_EYE_TURQUOISE:1:IRIS_EYE_AMBER:1:IRIS_EYE_GOLD:1:IRIS_EYE_GOLDEN_YELLOW:1:IRIS_EYE_YELLOW:1]
[TLCM_NOUN:eyes:PLURAL]
entity_insurgentelf
[OBJECT:ENTITY]
[ENTITY:INSURGENTELF]
[CREATURE:INSURGENTELF]
[TRANSLATION:ELF]
[WEAPON:ITEM_WEAPON_SWORD_SABER]
[WEAPON:ITEM_WEAPON_SWORD_SCIMITAR]
[WEAPON:ITEM_WEAPON_SWORD_FALCHION]
[WEAPON:ITEM_WEAPON_DAGGER_FIGHTING]
[WEAPON:ITEM_WEAPON_AXE_BARDICHE]
[WEAPON:ITEM_WEAPON_MACE_FLAIL_2H]
[WEAPON:ITEM_WEAPON_PIKE_GLAIVE]
[WEAPON:ITEM_WEAPON_PIKE_SWORD]
[WEAPON:ITEM_WEAPON_SPEAR]
[WEAPON:ITEM_WEAPON_SPEAR_BOAR]
[WEAPON:ITEM_WEAPON_ATLATL]
[AMMO:ITEM_AMMO_DARTS]
[AMMO:ITEM_AMMO_DARTS_LONG]
[WEAPON:ITEM_WEAPON_BOW]
[AMMO:ITEM_AMMO_ARROWS_HUNTING]
[AMMO:ITEM_AMMO_ARROWS_HBARB]
[AMMO:ITEM_AMMO_ARROWS_WAR]
[AMMO:ITEM_AMMO_ARROWS_WBARB]
[WEAPON:ITEM_WEAPON_SWORD_TRAINING]
[WEAPON:ITEM_WEAPON_SPEAR_TRAINING]
[WEAPON:ITEM_WEAPON_MACE_TRAINING]
[WEAPON:ITEM_WEAPON_PIKE_TRAINING]
[ARMOR:ITEM_ARMOR_LAMELLAR:FORCED]
[ARMOR:ITEM_ARMOR_CLOAK:COMMON]
[ARMOR:ITEM_ARMOR_CAPE:COMMON]
[ARMOR:ITEM_ARMOR_COAT:COMMON]
[ARMOR:ITEM_ARMOR_VEST:COMMON]
[ARMOR:ITEM_ARMOR_DRESS:COMMON]
[ARMOR:ITEM_ARMOR_ROBE:FORCED]
[HELM:ITEM_HELM_NASAL:UNCOMMON]
[HELM:ITEM_HELM_BARBUTE:FORCED]
[HELM:ITEM_HELM_SALLET:UNCOMMON]
[HELM:ITEM_HELM_SKULLCAP:UNCOMMON]
[HELM:ITEM_HELM_HOOD:COMMON]
[HELM:ITEM_HELM_SCARF_HEAD:COMMON]
[HELM:ITEM_HELM_WRAP:FORCED]
[HELM:ITEM_HELM_BANDANA:COMMON]
[GLOVES:ITEM_GLOVES_MITTENS:COMMON]
[GLOVES:ITEM_GLOVES_GAUNTLETS:COMMON]
[GLOVES:ITEM_GLOVES_GLOVES:COMMON]
[GLOVES:ITEM_GLOVES_MITTENS_CHAIN:COMMON]
[GLOVES:ITEM_GLOVES_GLOVES_CHAIN:COMMON]
[GLOVES:ITEM_GLOVES_WRAP:FORCED]
[SHOES:ITEM_SHOES_CHAUSSE_CHAIN:COMMON]
[SHOES:ITEM_SHOES_GREAVES_LOWER:COMMON]
[SHOES:ITEM_SHOES_BOOTS:COMMON]
[SHOES:ITEM_SHOES_SANDALS:COMMON]
[SHOES:ITEM_SHOES_SOCKS:FORCED]
[PANTS:ITEM_PANTS_BRACCAE:COMMON]
[PANTS:ITEM_PANTS_GREAVES_UPPER:COMMON]
[PANTS:ITEM_PANTS_PANTS:COMMON]
[PANTS:ITEM_PANTS_CHAUSSE:COMMON]
[PANTS:ITEM_PANTS_CHAUSSE_CHAIN:COMMON]
[PANTS:ITEM_PANTS_SKIRT_SHORT:COMMON]
[PANTS:ITEM_PANTS_SKIRT:COMMON]
[PANTS:ITEM_PANTS_SKIRT_LONG:COMMON]
[PANTS:ITEM_PANTS_LOINCLOTH:FORCED]
[SHIELD:ITEM_SHIELD_SHIELD]
[SHIELD:ITEM_SHIELD_BUCKLER]
[TOY:ITEM_TOY_PUZZLEBOX]
[TOY:ITEM_TOY_BOAT]
[INSTRUMENT:ITEM_INSTRUMENT_FLUTE]
[INSTRUMENT:ITEM_INSTRUMENT_HARP]
[INSTRUMENT:ITEM_INSTRUMENT_PICCOLO]
[CLOTHING]
[BABYSNATCHER]
[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:REMAINING:NATURE]
[SELECT_SYMBOL:REMAINING:FLOWERY]
[CULL_SYMBOL:ALL:DOMESTIC]
[CULL_SYMBOL:ALL:SUBORDINATE]
[CULL_SYMBOL:ALL:EVIL]
[CULL_SYMBOL:ALL:NEGATIVE]
[CULL_SYMBOL:ALL:UGLY]
[CULL_SYMBOL:ALL:NEGATOR]
[WOOD_WEAPONS]
[WOOD_ARMOR]
[OUTDOOR_WOOD]
[OUTDOOR_ORCHARDS]
[COMMON_DOMESTIC_PACK]
[USE_GOOD_ANIMALS]
[USE_GOOD_PLANTS]
[USE_GOOD_WOOD]
[USE_ANY_PET_RACE]
[IMPROVED_BOWS]
[INVADERS_IGNORE_NEUTRALS]
[AT_PEACE_WITH_WILDLIFE]
[EQUIPMENT_IMPROVEMENTS]
[SPHERE_ALIGNMENT:PLANTS:384]
[SPHERE_ALIGNMENT:ANIMALS:384]
[SPHERE_ALIGNMENT:TREES:512]
[ART_FACET_MODIFIER:EVIL:0]
[ART_FACET_MODIFIER:GOOD:384]
[ART_FACET_MODIFIER:OWN_RACE:512]
[ART_IMAGE_ELEMENT_MODIFIER:ITEM:32]
[ART_IMAGE_ELEMENT_MODIFIER:PLANT:384]
[ART_IMAGE_ELEMENT_MODIFIER:TREE:512]
[ITEM_IMPROVEMENT_MODIFIER:SPIKES:0]
[ADVENTURE_TIER:2]
[FRIENDLY_COLOR:2:0:1]
[DEFAULT_SITE_TYPE:TREE_CITY]
[LIKES_SITE:TREE_CITY]
[TOLERATES_SITE:CITY]
[TOLERATES_SITE:TREE_CITY]
[START_BIOME:ANY_FOREST]
[BIOME_SUPPORT:ANY_FOREST:3]
[START_BIOME:ANY_GRASSLAND]
[START_BIOME:ANY_SAVANNA]
[START_BIOME:ANY_SHRUBLAND]
[BIOME_SUPPORT:ANY_WETLAND:1]
[BIOME_SUPPORT:ANY_DESERT:1]
[BIOME_SUPPORT:ANY_OCEAN:12]
[BIOME_SUPPORT:ANY_LAKE:3]
[BIOME_SUPPORT:ANY_GRASSLAND:3]
[BIOME_SUPPORT:ANY_SAVANNA:2]
[BIOME_SUPPORT:ANY_SHRUBLAND:2]
[BIOME_SUPPORT:ANY_RIVER:4]
[TREE_CAP_DIPLOMACY]
[PROGRESS_TRIGGER_POPULATION:1]
[PROGRESS_TRIGGER_PRODUCTION:1]
[PROGRESS_TRIGGER_TRADE:1]
[PROGRESS_TRIGGER_POP_SIEGE:1]
[PROGRESS_TRIGGER_PROD_SIEGE:0]
[PROGRESS_TRIGGER_TRADE_SIEGE:0]
[ACTIVE_SEASON:SPRING]
[ACTIVE_SEASON:SUMMER]
[ACTIVE_SEASON:WINTER]
[ACTIVE_SEASON:AUTUMN]
[AMBUSHER]
[MAX_STARTING_CIV_NUMBER:100]
[MAX_POP_NUMBER:10000]
[MAX_SITE_POP_NUMBER:240]
[RELIGION:REGIONAL_FORCE]
[WANDERER]
[SCOUT]
[PERMITTED_JOB:BOWYER]
[PERMITTED_JOB:ANIMAL_CARETAKER]
[PERMITTED_JOB:WOODCRAFTER]
[PERMITTED_JOB:WEAVER]
[PERMITTED_JOB:CLOTHIER]
[PERMITTED_JOB:HERBALIST]
[PERMITTED_JOB:TRADER]
[ETHIC:KILL_ENTITY_MEMBER:JUSTIFIED_IF_EXTREME_REASON]
[ETHIC:KILL_NEUTRAL:ACCEPTABLE]
[ETHIC:KILL_ENEMY:ACCEPTABLE]
[ETHIC:KILL_ANIMAL:JUSTIFIED_IF_SELF_DEFENSE]
[ETHIC:KILL_PLANT:UNTHINKABLE]
[ETHIC:TORTURE_AS_EXAMPLE:ACCEPTABLE]
[ETHIC:TORTURE_FOR_INFORMATION:MISGUIDED]
[ETHIC:TORTURE_FOR_FUN:UNTHINKABLE]
[ETHIC:TORTURE_ANIMALS:UNTHINKABLE]
[ETHIC:TREASON:PUNISH_EXILE]
[ETHIC:OATH_BREAKING:PUNISH_EXILE]
[ETHIC:LYING:PUNISH_EXILE]
[ETHIC:VANDALISM:PUNISH_REPRIMAND]
[ETHIC:TRESPASSING:PUNISH_REPRIMAND]
[ETHIC:THEFT:PUNISH_REPRIMAND]
[ETHIC:ASSAULT:PUNISH_EXILE]
[ETHIC:SLAVERY:ACCEPTABLE]
[ETHIC:EAT_SAPIENT_OTHER:UNTHINKABLE]
[ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]
[ETHIC:MAKE_TROPHY_SAME_RACE:UNTHINKABLE]
[ETHIC:MAKE_TROPHY_SAPIENT:UNTHINKABLE]
[ETHIC:MAKE_TROPHY_ANIMAL:UNTHINKABLE]
[VALUE:LAW:0]
[VALUE:LOYALTY:0]
[VALUE:FAMILY:15]
[VALUE:FRIENDSHIP:0]
[VALUE:POWER:0]
[VALUE:TRUTH:0]
[VALUE:CUNNING:15]
[VALUE:ELOQUENCE:5]
[VALUE:FAIRNESS:5]
[VALUE:DECORUM:0]
[VALUE:TRADITION:0]
[VALUE:ARTWORK:5]
[VALUE:COOPERATION:0]
[VALUE:INDEPENDENCE:0]
[VALUE:STOICISM:0]
[VALUE:INTROSPECTION:0]
[VALUE:SELF_CONTROL:-15]
[VALUE:TRANQUILITY:0]
[VALUE:HARMONY:15]
[VALUE:MERRIMENT:30]
[VALUE:CRAFTSMANSHIP:0]
[VALUE:MARTIAL_PROWESS:0]
[VALUE:SKILL:0]
[VALUE:HARD_WORK:0]
[VALUE:SACRIFICE:0]
[VALUE:COMPETITION:15]
[VALUE:PERSEVERANCE:0]
[VALUE:LEISURE_TIME:0]
[VALUE:COMMERCE:-5]
[VALUE:ROMANCE:5]
[VALUE:NATURE:50]
[VALUE:PEACE:0]
[POSITION:DRUID]
[NAME:druid:druids]
[NUMBER:1]
[RESPONSIBILITY:RELIGION]
[SUCCESSION:BY_POSITION:ACOLYTE]
[MENIAL_WORK_EXEMPTION]
[PUNISHMENT_EXEMPTION]
[ELECTED]
[DETERMINES_COIN_DESIGN]
[PRECEDENCE:1]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[EXPORTED_IN_LEGENDS]
[COLOR:2:0:1]
[DUTY_BOUND]
[POSITION:ACOLYTE]
[NAME:acolyte:acolytes]
[NUMBER:1]
[MENIAL_WORK_EXEMPTION]
[PUNISHMENT_EXEMPTION]
[APPOINTED_BY:DRUID]
[PRECEDENCE:100]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[COLOR:2:0:0]
[DUTY_BOUND]
[POSITION:GENERAL]
[NAME:princess:princesses]
[NUMBER:1]
[RESPONSIBILITY:MILITARY_GOALS]
[RESPONSIBILITY:MILITARY_STRATEGY]
[COMMANDER:RANGER_CAPTAIN:ALL]
[MENIAL_WORK_EXEMPTION]
[PUNISHMENT_EXEMPTION]
[APPOINTED_BY:DRUID]
[GENDER:FEMALE]
[PRECEDENCE:3]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[EXPORTED_IN_LEGENDS]
[COLOR:3:0:1]
[DUTY_BOUND]
[POSITION:LEADER]
[NAME:queen:queens]
[NUMBER:1]
[RULES_FROM_LOCATION]
[SUCCESSION:BY_POSITION:GENERAL]
[MENIAL_WORK_EXEMPTION]
[PUNISHMENT_EXEMPTION]
[APPOINTED_BY:DRUID]
[GENDER:FEMALE]
[RESPONSIBILITY:LAW_MAKING]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[RESPONSIBILITY:MILITARY_GOALS]
[PRECEDENCE:2]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[EXPORTED_IN_LEGENDS]
[COLOR:7:0:1]
[DUTY_BOUND]
[POSITION:DIPLOMAT]
[NAME:diplomat:diplomats]
[NUMBER:1]
[RESPONSIBILITY:MAKE_INTRODUCTIONS]
[RESPONSIBILITY:MAKE_PEACE_AGREEMENTS]
[RESPONSIBILITY:MAKE_TOPIC_AGREEMENTS]
[APPOINTED_BY:LEADER]
[PRECEDENCE:70]
[DO_NOT_CULL]
[COLOR:7:0:1]
[MENIAL_WORK_EXEMPTION]
[SLEEP_PRETENSION]
[PUNISHMENT_EXEMPTION]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[POSITION:RANGER_CAPTAIN]
[NAME:ranger captain:ranger captains]
[NUMBER:AS_NEEDED]
[SQUAD:10:ranger:rangers]
[RESPONSIBILITY:ATTACK_ENEMIES]
[RESPONSIBILITY:PATROL_TERRITORY]
[APPOINTED_BY:GENERAL]
[PRECEDENCE:200]
[DO_NOT_CULL]
[DUTY_BOUND]
[STONE_SHAPE:OVAL_CABOCHON]
[GEM_SHAPE:OVAL_CABOCHON]
Um.Here's my notes for you. I am 90% done updating OLDGENESIS. Takes like... 18-28 hours to update a very extensive mod into 0.40.
Is there a guide for 0.34 -> 0.40 adaptation?Spoiler (click to show/hide)
Same question, nearly a year later. Has anybody written a conversion guide from .34 to .40, or do Tomi's notes here pretty much cover it?Here's the 2014-September version of my "to-.40" notes. I haven't seen a bigger guide around. Man, 650 creatures' speed and swim speed... Took a bit of researching (not the swim speed.)
DONE move speeds... *sigh*
Guys I need help with my first creature. I wanted an ultra-strong/overpowered Megabeast that was basically a blob made out of slade with some tentacles and a mouth attached to it and after several days of on and off bug fixing it still acted like some parts didn't exist.Try a different body_detail_plan? Maybe reuse a known-to-work "tentacled head" monster, but all materials to slade.
Currently the mouth doesn't seem to exist at all and the tentacles are only used when wrestling. This creature was deadlier when it was only capable of pushing considering it's absolutely humongous. And for some reason when I charge at a normal dwarf in arena mode it knocks me over instead of vice versa. Any help would be greatly appreciated.
They don't have a head. You want BASIC_HEAD_NECK, not HEAD. Plus, NECK should be after the head, not before it, since NECK attaches to the neck, which is on the head.
TENTACLE isn't a valid TYPE token, which is likely why the tentacle attack won't work. BY_CATEGORY:TENTACLE should work though.
Also, it's possible that you made it so large that the game cannot properly understand the size, leading to oddities like being easily pushed over by creatures that should be much smaller.
Try a different body_detail_plan? Maybe reuse a known-to-work "tentacled head" monster, but all materials to slade.Is there an already built-in Cthulu type monster? This is the only monster I've made from scratch so far so there's nothing else modded other than overpowered carp and giant sponges (although I prefer the term "rebalanced" ) and an experimental race that's still mostly dwarven.
Give it a faster gait? 30 kph is 900:711:521:293:1900:2900, 1 kph is 9000:8900:8825:8775:9500:9900
Is there an already built-in Cthulu type monster? This is the only monster I've made from scratch so far so there's nothing else modded other than overpowered carp and giant sponges (although I prefer the term "rebalanced" ) and an experimental race that's still mostly dwarven.DF has Pond Grabber, it is a torso that includes a head, and four tentacles. plus a beak.
Would anyone be able to suggest a good mod to look at for some pointers on interactions, as in werebeasts and the like.Mythos of Rammok (http://www.bay12forums.com/smf/index.php?topic=143540.0) and by extension the old Fear the Night (http://www.bay12forums.com/smf/index.php?topic=127213.msg4317508#msg4317508) mod it borrowed from. Rise of the Mushroom Kingdom (http://www.bay12forums.com/smf/index.php?topic=110704.0) is The Mario Mod with a bunch of weird/ingenious implementations of COUNTER_TRIGGERs (when you get basic interaction-ing down and want to discover advanced shit).
Would anyone be able to suggest a good mod to look at for some pointers on interactions, as in werebeasts and the like.Mythos of Rammok (http://www.bay12forums.com/smf/index.php?topic=143540.0) and by extension the old Fear the Night (http://www.bay12forums.com/smf/index.php?topic=127213.msg4317508#msg4317508) mod it borrowed from. Rise of the Mushroom Kingdom (http://www.bay12forums.com/smf/index.php?topic=110704.0) is The Mario Mod with a bunch of weird/ingenious implementations of COUNTER_TRIGGERs (when you get basic interaction-ing down and want to discover advanced shit).
Does anyone know where to find the raws for the leather ITEM, not the material? I'm trying to make a new kind of leather.You could make a new custom TOY (like [ITEM_TOY:ITEM_TOY_TOME_ARCHITECT]) that your new "new kind of leather" reactions use.
What kind of tool do you all use in 0.40 to look at randomly generated raws? One would be really helpful right about now.
How do I specify ANY type of stone? The wiki says that if I use NONE, the game will think I specified magma.
EDIT: question two, is there a way to specify all cloth items in reactions, as well?
Oh, thanks.
EDIT: Nope. I'm terrible at this. What folder do I put it in?
How do I specify ANY type of stone? The wiki says that if I use NONE, the game will think I specified magma.
EDIT: question two, is there a way to specify all cloth items in reactions, as well?
I made a pyromancy secret that's nearly identical to necromancy except for the powers it grants and some fluff. The thing is that no towers or books ever get made. Pyromancy slabs are spawned in worldgen and a pyromancer or two with them, but that's it.
Is there something specific that I need to set for it to happen?
Zombies. Your secret needs to be able to animate dead, then once enough dead followers are animated, a tower can be built.
Zombies. Your secret needs to be able to animate dead, then once enough dead followers are animated, a tower can be built.
You can attach a transformation to something like fire imps to your animate interaction, and have towers full of appropriate minions.
Sounds like a reliable source of dead bodies for animation ::)Zombies. Your secret needs to be able to animate dead, then once enough dead followers are animated, a tower can be built.
You can attach a transformation to something like fire imps to your animate interaction, and have towers full of appropriate minions.
I was thinking about that, but the biggest problem is that pyromancers kill themselves with fire whenever they enter a fight.
Does the reaction file have a file ID at the top? How about an OBJECT:REACTION tag? Do other reactions in the same file work?
Hello.Your distinct example is actually done completely differently then having 2 skulls one of which surrounds the other because skulls are a specific bodypart. Tissues on the other hand simply occupy bodyparts.
I am working on a secret project. It is a secret because the person is a secret for may frequent this forum.
I essentially need this thing's skull to have a second skull wrapped around it. I am new to body part modding. What is the best way to do this?
:EDIT:
I mean, as a distinct example let's say I want to give a dwarf two separate layers of bone on his skull. How would this be done?
[BP_RELATION:BY_CATEGORY:SKULL:AROUND:BY_CATEGORY:BRAIN:100]
This is what makes the skull wrap around the entire brain. Here are the steps that I would take.[BODY_DETAIL_PLAN:DOUBLESKULL]
[BP_RELATION:BY_CATEGORY:XSKULL:AROUND:BY_CATEGORY:SKULL:100]
[BP_LAYERS:BY_CATEGORY:XSKULL:ARG4:100]copied wholesale from regular skull line
[TISSUE_LAYER:BY_CATEGORY:XSKULL:BONE]
1st question
[REAGENT:leather:1:SKIN_TANNED:NONE:NONE:NONE:NONE]
Is there any readme to read what is each of those ? I get that those are fuctions arguments (i did some coding earlier). Sure i can figure out that first one is name 3rd is object type but 2 and rest and unknown to me.
Also wiki page (http://dwarffortresswiki.org/index.php/DF2014:Item_token) on Item types and where to find relevant sub_types in vanilla DF.Spoiler: Reaction Info I've posted before elsewhere (click to show/hide)
2nd questionNo. Relevant tokens are on the wiki page (http://dwarffortresswiki.org/index.php/DF2014:Reaction). Seems reactions can't require reagents to have an edge but can force products to be made with one.
I noticed that when you butcher animal in adv mode it uses all objects which have edge.
I assume that this has to do something with [HAS_EDGE] tag (if it type that correctly)
if i would use something like [REAGENT:sharpobject:1:NONE:NONE:NONE:NONE:NONE][HAS_EDGE] would this mean that this would use any object with edge ?
Hello.Your distinct example is actually done completely differently then having 2 skulls one of which surrounds the other because skulls are a specific bodypart. Tissues on the other hand simply occupy bodyparts.
I am working on a secret project. It is a secret because the person is a secret for may frequent this forum.
I essentially need this thing's skull to have a second skull wrapped around it. I am new to body part modding. What is the best way to do this?
:EDIT:
I mean, as a distinct example let's say I want to give a dwarf two separate layers of bone on his skull. How would this be done?
You will find the following line in b_detail_plan:Code: (STANDARD_HEAD_POSITIONS) [Select][BP_RELATION:BY_CATEGORY:SKULL:AROUND:BY_CATEGORY:BRAIN:100]
This is what makes the skull wrap around the entire brain. Here are the steps that I would take.
- Copy the bodypart entry for SKULL but DO NOT use the SKULL category for it(I will be using XSKULL as the category). Also rename it.
- Go into b_detail_plan and
Code: [Select][BODY_DETAIL_PLAN:DOUBLESKULL]
[BP_RELATION:BY_CATEGORY:XSKULL:AROUND:BY_CATEGORY:SKULL:100]
- Put the special skull bodypart after the regular one on your creature.
- Call the special skull bodydetail plan (DOUBLESKULL) in your creature after the standard_head_positions bp
- We must now apply tissues to this new category/bodypart. You can do this by putting the relevant lines in a bodydetailplan that you will use for this creature (like DOUBLESKULL) or place the tissues in this creature yourself.
Code: (VERTEBRATE_TISSUE_LAYERS example) [Select][BP_LAYERS:BY_CATEGORY:XSKULL:ARG4:100]copied wholesale from regular skull line
Code: (In creature after bodyparts, materials, and tissues defined) [Select][TISSUE_LAYER:BY_CATEGORY:XSKULL:BONE]
To add a second bone layer to the skull put this [TISSUE_LAYER:BY_CATEGORY:SKULL:BONE] on the creature after all the important body setup. Several bodydetail plans more or less have this line already so this bone layer will be outside of the original one. This will not make the skull any larger however.
If I add a weapon to a entity file like daggers to dwarves that will allow Dagger dwarves to spawn right? I want to make sure I can spawn soldiers that will wield knives other than goblins.you can also give a civilization's creature some baseline skills, maybe ensure that all citizens know basic knife-fighting. Elves good at tracking, centaurs good at kicking and archery, Nord humans good at wrestling...
helpthanks !
Is there a way to edit template or individual creatures to have different skin values ? From what i see in raws all of them use template...Well, you can add new material and/or tissue templates, but then you'll need to modify the creatures' raws anyway, yeah. That's quite boring, but that's the only way.
Also does LAYER SIZE in armors have something to do with defense it provides ?Yes, it does. It will be not very noticable with leather though (my tests were with iron plate). Except if you gonna give it a really high value.
Is there a way to edit template or individual creatures to have different skin values ? From what i see in raws all of them use template...Well, you can add new material and/or tissue templates, but then you'll need to modify the creatures' raws anyway, yeah. That's quite boring, but that's the only way.Also does LAYER SIZE in armors have something to do with defense it provides ?Yes, it does. It will be not very noticable with leather though (my tests were with iron plate). Except if you gonna give it a really high value.
Nope, I tried it once. Aside from the things that are proven to not work, the LAYER_LINKED stuff is so specific and restricted that it's easier to assume that whatever you're thinking won't work.
1. Is there any good tutorial to edit creature raws without breaking them ?If you're concerned about not breaking the raws, just backup them. Here are some modding guides, but they're not about that anyway. You can check the wiki's one though, if you have no any creature modding experience.
Also can i mix template and individual ? I mean like creature will use template skin but after that i put [SOLID_DENSITY:1000] and it overwrites only density value from template ?Well, yes, you can define a new material based on existing template in creature raw, the tags there will overwrite the template's ones. Just don't mess up the ID's (for example, if you're adding new material for skin, you should define it's ID as SKIN, also the material should be defined after the [BODY_DETAIL_PLAN:STANDART_MATERIALS], for example, so it'll overwrite the original material with this ID).
I noticed something like this in raws for stones but organics don't have such raws
more realistic approach with armor so for example dwarves/humans etc won't be able to wear 20 cloaks, 30 shirts and so onI can't say it's unrealistic. It actually IS realistic. And only achievable by the player anyway, AI doesn't make such wardrobe choices.
Does layer size for metal type armors have huge impact ?I dunno how huge the impact is, but [LAYERSIZE:40] iron plate is basically undestructable.
Can i put [REACTIONCLASS] tag into weapons ? let's say i want all small and medium weapons with edge to have carve reaction class so that i can just type reaction class in REAGENT for later use when i want to tan hide or do something with meat.I have no idea, never actually modded reactions.
WinMerge (or other source code comparing tool) is your friend. Lets you see what you have changed between, say last week's raws and this week's raws. Can make a new copy of the raws folder every week or every day, for example.1. Is there any good tutorial to edit creature raws without breaking them ?If you're concerned about not breaking the raws, just backup them. Here are some modding guides, but they're not about that anyway. You can check the wiki's one though, if you have no any creature modding experience.
DF's ROBE is(was?) mighty good armor against blunt weapons, since system spread the blunt impact around by layersize?Does layer size for metal type armors have huge impact ?I dunno how huge the impact is, but [LAYERSIZE:40] iron plate is basically undestructable.
A creature with strength at the level you put toughness as will always be called "muscular" in its description if it has muscles. That is the only stat that directly affects a tissue(THICKENS_ON_STRENGTH) and as such is the only one that shows up.I'd forgotten about muscular and fat showing up in the descriptions, thanks for the reminder. But the goal was to get a comment on the status screen about how tough or agile or patient or whatever the critter is (relative to the median for its kind).
That is the extent of my ability to assist. I assume you are going to need a looping/incrementally-repeating DFHack script or a bin-patch to get the behavior you want and make it consistent.
2. never forget the wiki's your friendAnd that every page can be saved as an hmtl file. Doing so loses the images and the links get messed up but if you are gonna mod without internet access it keeps the file sizes low. Some pages will require images to use though.
hello, does anyone know the right syntax for this?
[SET_TL_GROUP:BY_CATEGORY:TAIL:LAYER]
[TL_COLOR_MODIFIER:EMERALD:5:LAYER_TAIL_SAPPHIRE:2:TAIL_TAIL_AMETHYST:1]
[TLCM_NOUN:tail:SINGULAR]
iv tried just about everything I can think of.
[SET_TL_GROUP:BY_CATEGORY:TAIL:{TISSUE ID; if this was HAIR it would target all hair on TAIL category bodyparts and SKIN would target all tissues with that ID in the TAIL bodypart}]
[TL_COLOR_MODIFIER:{Valid IDs are in descriptor_ files, IE descriptor_color_standard}:5]
[TLCM_NOUN:tail:SINGULAR]
The color AMETHYST is in the vanilla descriptor files but a sapphire color is not.
hello, does anyone know the right syntax for this?
[SET_TL_GROUP:BY_CATEGORY:TAIL:LAYER]
[TL_COLOR_MODIFIER:EMERALD:5:LAYER_TAIL_SAPPHIRE:2:TAIL_TAIL_AMETHYST:1]
[TLCM_NOUN:tail:SINGULAR]
iv tried just about everything I can think of.Code: [Select][SET_TL_GROUP:BY_CATEGORY:TAIL:{TISSUE ID; if this was HAIR it would target all hair on TAIL category bodyparts and SKIN would target all tissues with that ID in the TAIL bodypart}]
The color AMETHYST is in the vanilla descriptor files but a sapphire color is not.
[TL_COLOR_MODIFIER:{Valid IDs are in descriptor_ files, IE descriptor_color_standard}:5]
[TLCM_NOUN:tail:SINGULAR]
I thought [STRUCTURAL_ELASTICITY_WOVEN_THREAD] was supposed to prevent the robe from being a "hard shell" and spread the blunt damage all over it. However it looks like it makes it weaker against edged attacks, which is weird. I guess Toady did not think it through entirely.WinMerge (or other source code comparing tool) is your friend. Lets you see what you have changed between, say last week's raws and this week's raws. Can make a new copy of the raws folder every week or every day, for example.1. Is there any good tutorial to edit creature raws without breaking them ?If you're concerned about not breaking the raws, just backup them. Here are some modding guides, but they're not about that anyway. You can check the wiki's one though, if you have no any creature modding experience.
http://sourceforge.net/projects/winmerge/?source=navbar
I think the main source of creature raws breaking is adding and removing of bodyparts & tissues. skills, sizes, occurrence frequency and occurrence biomes are pretty easy to edit.
Old body parts modding guide to get you started: http://dwarffortresswiki.org/index.php/40d:Modding_guide#Modding_body_parts
And newer BP guide: http://dwarffortresswiki.org/index.php/DF2014:Modding_guide#Modding_body_partsDF's ROBE is(was?) mighty good armor against blunt weapons, since system spread the blunt impact around by layersize?Does layer size for metal type armors have huge impact ?I dunno how huge the impact is, but [LAYERSIZE:40] iron plate is basically undestructable.
Robe: [UBSTEP:MAX] [LBSTEP:MAX] [LAYER:OVER] [COVERAGE:100] [LAYER_SIZE:20]
Easy to test in arena: 15 mace+naked dorfs versus 15 mace+silk robe dorfs.
I created a plant growth using the BUD template, then gave the bud the plant thread template, I then created a custom reaction at the farmers workshop to process the growth to thread, but the loom does not recognize the thread as usable plant thread. My question is, do plant thread have to come from a "structural" part of the plant in order to be woven to cloth?
Sieges happen less in 0.40 due to them not being scripted events anymore.There may be something buggy additionally, as it's not rare for a goblin sites near your embark to have thousands of goblins and trolls, but still there are very rare sieges (and sometime they just don't even happen as if you turned invaders off ), and when sieges actually happen, the "armies of darkness" are often ridiculously small (i have not seen in all my fortress a goblin siege with more than 10 foolish gobs by example).
What do I have to change in 40.xx in the raws, worldgen information, and civ data to make it so that my fortress will be capped at 20-30 dwarves but still receive full-scale invasions, megabeasts, fortress management positions, etc?Megabeasts: see ATTACK_TRIGGER on wiki: http://dwarffortresswiki.org/index.php/DF2014:Creature_token
I've been trying to play around with body parts, specifically, adding ones.This [BP_LAYERS:BY_CATEGORY:THING:SKIN:1] is calling for this [CATEGORY:THING] to be somewhere after this [BODY:THING] and before another [BODY:].
So far, I've managed to get the part to appear, but the error log keeps giving "No tissue thickness" out. I've added
[BP_LAYERS:BY_CATEGORY:THING:SKIN:1]
to [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS]
[BODY:HUMANOID_NECK:2EYES...:THING]
to dwarves
[BODY:THING]
[BP:THING:thing:STP][CONTYPE:UPPERBODY][EMBEDDED][SMALL]
[DEFAULT_RELSIZE:2]
to body_default
[ADD_MATERIAL:THING:SKIN_TEMPLATE]
to [BODY_DETAIL_PLAN:STANDARD_MATERIALS]
What am I missing? I want my lump of flesh corporeal dammit!
[BODY:THING]
[BP:THING:thing:STP][CONTYPE:UPPERBODY][EMBEDDED][SMALL][CATEGORY:THING]
[DEFAULT_RELSIZE:2]
-snip-Small maps and a bunch of civs crowding each other can cause the settlements to skirmish with each other over land but I don't think the entire civ will. I also have problems making it happen reliably.
What do I have to change in 40.xx in the raws, worldgen information, and civ data to make it so that my fortress will be capped at 20-30 dwarves but still receive full-scale invasions, megabeasts, fortress management positions, etc?Megabeasts: see ATTACK_TRIGGER on wiki: http://dwarffortresswiki.org/index.php/DF2014:Creature_token....
Hello modders here.
Is there possible to make custom quiver to contain specific kind of ammo?
spawn-unit is basically stable at this point for 0.40, AFAIK.
That would require a custom reaction, rather than a workshop.
You cannot create creatures through reactions at the moment. It was possible in the previous version, 34.11, through DFHack.
1. spawn-unit is the DFHack script that is required to spawn units.
2. http://dwarffortresswiki.org/index.php/DF2014:Reaction#Products
What's the best way of increasing goblin sieges in fortress mode? I've considered increasing goblins natural strengths which is kinda a copout and/or increasing their breeding potential which has merit (more goblins more sieges right?).
Does anyone have any suggestions? I want the level of sieges from 34.xx back.
What's the best way of increasing goblin sieges in fortress mode? I've considered increasing goblins natural strengths which is kinda a copout and/or increasing their breeding potential which has merit (more goblins more sieges right?).I want the old sieges too.
Does anyone have any suggestions? I want the level of sieges from 34.xx back.
Incidentally, is bodygloss only pre-defined stuff?
Could you bodygloss scales to skin if you were say, too lazy to go and add another template with the better materials just for a subspecies of dorf that results from a deliberate syndrome? I figured out how to do part of it in my efforts to bring the colossi in line with the tougher material using megabeasts I already have, but right now I'm just using the [REPLACE_MATERIAL:SCALE] method to put skin in, I'd be happy if I could just have the scales called skin on this particular creature.
I tried [BODYGLOSS:SCALE:SKIN] which seemed to make sense but didn't work, oh, a less creature specific question!
Here's the 2014-September version of my "to-.40" notes. I haven't seen a bigger guide around. Man, 650 creatures' speed and swim speed... Took a bit of researching (not the swim speed.)Spoiler (click to show/hide)
And for modders who are deciding their new creature's speed, my gathered animal speed data: some are burst speed, some sustained speed.Spoiler (click to show/hide)
You have to actually define the body gloss in the body files....
Gaits will likely really help with some of my creature mods, since I had a nagas mod where I wanted them to have burst speeds (coiled leaps) but slow general speeds...Every creature will have a set of speeds; I can't think of a way to implement the leaps you want.
In worldgen, set regional interactions to 0.
After blundering around with tissue templates and body detail plans and other horrors, I ask if there is any simpler way to make a race who has caste-specific elemental resistances? Say I wanted to have an ice-proof caste, and a fire-proof caste (in the literal sence: I have found out that "fire immune" doesn't seem to account for things such as the background temperature rising above the tolerance for a creature's tissues, only blocking the effects of fire attacks).
Can I make a creature eat only brains but anything else?One that eats only brains? I don't think so. There's NO_EAT, carnivore(?), bonecarnivore, vermin hunter, and grazer. And civilizations tagged with uses_plants, uses_animals.
What's the best semimegabeast or megabeast to give SPHERE:DEATH to? So more civs will worship a death god and learn the secrets of necromancy. I need more necromancers.Make your own.
Can I make a creature eat only brains but anything else?I think there's a tag that makes it so creatures can only eat a specific food. Look for it on pandas.
SPECIFIC_FOOD tag, here on the creature tokens page: http://dwarffortresswiki.org/index.php/DF2014:Creature_tokenCan I make a creature eat only brains but anything else?I think there's a tag that makes it so creatures can only eat a specific food. Look for it on pandas.
After blundering around with tissue templates and body detail plans and other horrors, I ask if there is any simpler way to make a race who has caste-specific elemental resistances? Say I wanted to have an ice-proof caste, and a fire-proof caste (in the literal sence: I have found out that "fire immune" doesn't seem to account for things such as the background temperature rising above the tolerance for a creature's tissues, only blocking the effects of fire attacks).When doing this take into account that materials keep getting added in all the way until the spit interaction (assuming using sentient RAWs as a base) and some of them will need proofed materials for survival. A prime example is blood but sinew is a close second.
- Move all castes before tissues are set down but after materials are first introduced.
- Put all your needed proofing materials down with slightly different IDs (use USE_MATERIAL:<NEWMATERIALID>:<OLDMATERIALID> to make select copies of existing materials, alterations go below/after the line using material tokens).
- Do a SELECT_CASTE:ALL followed by the tissue introduction BodyDetailPlans.
- Now SELECT_CASTE:<CASTEID>. Then SELECT_TISSUE and then TISSUE_MATERIAL:LOCAL_CREATURE_MAT:<NEWMATERIALID> for every tissue that will use a proofed material.
- Repeat step4 with all proofed castes so their tissues lead to proofed materials.
- Now proceed with your regular creature making.
This seems to be a good place to ask. What determines if a creature will give a tannable hide when slaughtered?Their skin's material template has this token:
[MATERIAL_REACTION_PRODUCT:TAN_MAT:LOCAL_CREATURE_MAT:LEATHER]
How can I make a race that besides of food, drink and sleep, need to consume a spectacular thing or preform a spectacular interaction to survive, or suffer negative status that lead to death?Perhaps they exude a sweat, or contain a blood, that causes infections and fatigue and nausea. Infections can be fatal. And they need to make an interaction like cat_headbump or dog_buttsniff on a friendly, in order to gain something positive (I don't know how) that negates the bad effect. I know that too long paralysis duration causes suffocation death.
Question: can I modify existing interactions? Should I copy files from interaction examples folder to objects? I just want to remove bonus strength and toughness from zombies.Zombies in Vanilla have 3 sources: Necromancers, Mummies, and Biome interactions. Such a thing also requires using AdvWorldGen exclusively to disable the vanilla ones and having a Raw version of each zombie source you want. If you give a damn about DFmode then it is between Necrozoms and Biomezoms. I will detail Necrozoms.
I've added [REACTION_CLASS:SAND] to sands which can be used for making cement.I might add [REACTION_CLASS:cementcomponent] to limestone, stones similar to limestone, chalk, marlstone, shale, clay, slate, (pure, no soil part) sand, and iron ores.
I can make new training weapons just by labeling it and adding the TRAINING tag right?Yes, training tag. The training weapons also have a wider area of penetration, and a much shallower amount of penetration. So they don't deeply damage people while training with them.
I don't really know what attributes make piercing attacks more effective, and I'm not entirely sure on where the boundary between an attack being piercing and an attack being slashing is.There really isn't a boundary. Edged attacks are edged attacks, the combat report names are purely relative. My old notes say that if the weapon's contact area is less than 25% of the bodypart's calculated size, it tears flesh and "chips" (breaks) bone. If the contact area reaches all the way over the bodypart, it tears apart the meat, shatters the bones and can chop the limb off entirely, if the hit is deep (penetration depth also reaches all the way through) and strong enough.
Upping the weapon's size means more mass and more energy behind the swing. Small contact areas make the hits hurt harder, but might not be able to sever the limb at all. Vast contact areas lop off smaller limbs with ease, but might only make a shallow 20-inch skin gash across the torso. If you just want the attack to hit harder, full stop, physics be damned, increase the velocity multiplier at the end.
[USE_MATERIAL_TEMPLATE:MILL:PLANT_POWDER_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:red dye]
[STATE_COLOR:ALL_SOLID:CRIMSON]
[DISPLAY_COLOR:4:0:0]
[MATERIAL_VALUE:20]
[POWDER_DYE:CRIMSON]
[PREFIX:NONE]
[MATERIAL_VALUE:2]
[REACTION_CLASS:RED_DYE]
[REACTION:MAKE_RED_CONCRETE]
[NAME:make red blocks]
[BUILDING:CALCINATOR:CUSTOM_R]
[REAGENT:concrete blocks:10:BLOCKS:NONE:INORGANIC:CONCRETE]
[REAGENT:dye:1:POWDER_MISC:NONE:NONE:NONE][REACTION_CLASS:RED_DYE]
[REAGENT:bag:1:BOX:NONE:NONE:NONE][BAG][PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT][CONTAINS:dye]
[PRODUCT:100:10:BLOCKS:NONE:INORGANIC:RED_CONCRETE]
[FUEL]
[SKILL:SMELT]
Not really. Which one does more damage to a man's ass, a sharpened wooden spike or a cricket bat?
A wider contact area would in theory make it faster to completely pulverize body parts, but the forces involved with wood are so small that you'd only really see it from months and months of constant battering.
I didnt? Did you ask me? :oHow do I specify ANY type of stone? The wiki says that if I use NONE, the game will think I specified magma.
EDIT: question two, is there a way to specify all cloth items in reactions, as well?
That only matters for products. For reagents, you can use NONE:NONE just fine.
Also, Meph said that there was a tool that gives you the generated raws directly from a save, but never told me what it is, so ???
[CREATURE:VINE_MONSTER]
[DESCRIPTION:A large, thrashing mass of vines. Beware its poisonous thorns!]
[NAME: vine monster:vine monsters: vine monster]
[CREATURE_TILE:'p'][COLOR:2:0:0]
[SAVAGE]
[NO_WINTER]
[NOBONES]
[NOBREATHE]
[NONAUSEA]
[NOSKULL]
[NOPAIN]
[NO_EAT]
[NO_DRINK]
[NO_DIZZINESS]
[NO_GENDER]
[NATURAL]
[MAXAGE:50:100]
[PREFSTRING:pointy thorns]
[POPULATION_NUMBER:1:3]
[FREQUENCY:33]
[BODY_SIZE:0:0:1000]
[BODY_SIZE:1:0:1000000]
[IMMOBILE]
[VIEWRANGE:1]
[BIOME:3]
[AMBUSHPREDATOR]
[BLOOD:LOCAL_CREATURE_MAT:POISON:LIQUID]
[USE_MATERIAL_TEMPLATE:POISON:CREATURE_EXTRACT_TEMPLATE]
[STATE_NAME:ALL_SOLID:frozen vine monster venom]
[STATE_ADJ:ALL_SOLID:frozen vine monster venom]
[STATE_NAME:LIQUID:vine monster venom]
[STATE_ADJ:LIQUID:vine monster venom]
[STATE_NAME:GAS:boiling vine monster venom]
[STATE_ADJ:GAS:boiling vine monster venom]
[PREFIX:NONE]
[ENTERS_BLOOD]
[SYNDROME]
[SYN_NAME:vine monster poisoning]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_IMMUNE_CREATURE:VINE_MONSTER:ALL]
[SYN_INJECTED]
[SYN_INHALED] [CE_PARALYSIS:SEV:30:PROB:20:LOCALIZED:MUSCULAR_ONLY:RESISTABLE:SIZE_DILUTES:START:5:PEAK:10:END:20]
P.S. NEVERMIND! I forgot it needs 10 reagents blocks! Sorry about stupid question.NAME:make red blocks
I've looked at the wiki and other creature's raws, but I still don't understand how body parts, attacks, and materials work. I'm trying to make a monster thats basically just 20 tentacles made of vine attached to each other, with thorns on the ends, but I have no idea how. Here's what I have so far:start by modifying an existing monster. The pond grabber is a "head with 4 tentacles", just add more tentacles and shrink the head to very small. its raws: http://dwarffortresswiki.org/index.php/DF2014:Pond_grabber
Is it possible to mod evil rain/bogeyman/hfs clowns/megabeasts/titans/deities?
It is possible to add all but the last of those things, but not to mod them.Thanks folk :)
[ATTACK:SLAM:BODYPART:BY_CATEGORY:ALL:VINE]
[ATTACK_VERB:slam:slams]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_INDEPENDANT_MULTIATTACK]
[ATTACK_FLAG_CANLATCH]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK:STAB:BODYPART:BY_CATEGORY:ALL:VINE]
[ATTACK_FLAG_INDEPENDANT_MULTIATTACK]
[ATTACK_PRIORITY:SECOND]
[ATTACK_SKILL:SPEAR]
[ATTACK_CONTACT_PERC:75]
[ATTACK_VERB:stabs:stabs at]
[ATTACK_FLAG_EDGE]
[ATTACK_FLAG_WITH]
[ATTACK_PENETRATION_PERC:100]
[SPECIALATTACK_INJECT_EXCRACT:LOCAL_CREATURE_MAT:POISON:LIQUID:100:100]
[ATTACK_PREPARE_AND_RECOVER:5:5]
It's just BY_CATEGORY:VINE
Do you have a vine body part?
[BODY:TWELVE_NO_CLAW_VINES]
[BP:RUT:first right vine:STP][CONTYPE:UPPERBODY][LIMB]--RIGHT][CATEGORY:VINE]
[DEFAULT_RELSIZE:30000]
[BP:LUT:first left vine:STP][CONTYPE:UPPERBODY][LIMB]--LEFT][CATEGORY:VINE]
[DEFAULT_RELSIZE:30000]
[BP:RUT:second right vine:STP][CONTYPE:UPPERBODY][LIMB]--RIGHT][CATEGORY:VINE]
[DEFAULT_RELSIZE:10000]
[BP:LUT:second left vine:STP][CONTYPE:UPPERBODY][LIMB]--LEFT][CATEGORY:VINE]
[DEFAULT_RELSIZE:10000]
[BP:RUT:third right vine:STP][CONTYPE:UPPERBODY][LIMB]--RIGHT][CATEGORY:VINE]
[DEFAULT_RELSIZE:10000]
[BP:LUT:third left vine:STP][CONTYPE:UPPERBODY][LIMB]--LEFT][CATEGORY:VINE]
[DEFAULT_RELSIZE:10000]
[BP:RUT:fourth right vine:STP][CONTYPE:UPPERBODY][LIMB]--RIGHT][CATEGORY:VINE]
[DEFAULT_RELSIZE:10000]
[BP:LUT:fourth left vine:STP][CONTYPE:UPPERBODY][LIMB]--LEFT][CATEGORY:VINE]
[DEFAULT_RELSIZE:10000]
[BP:RUT:fifth right vine:STP][CONTYPE:UPPERBODY][LIMB]--RIGHT][CATEGORY:VINE]
[DEFAULT_RELSIZE:10000]
[BP:LUT:fifth left vine:STP][CONTYPE:UPPERBODY][LIMB]--LEFT][CATEGORY:VINE]
[DEFAULT_RELSIZE:10000]
[BP:RUT:sixth right vine:STP][CONTYPE:UPPERBODY][LIMB]--RIGHT][CATEGORY:VINE]
[DEFAULT_RELSIZE:10000]
[BP:LUT:sixth left vine:STP][CONTYPE:UPPERBODY][LIMB]--LEFT][CATEGORY:VINE]
[DEFAULT_RELSIZE:10000]
[BP:RUT:seventh right vine:STP][CONTYPE:UPPERBODY][LIMB]--RIGHT][CATEGORY:VINE]
[DEFAULT_RELSIZE:1000]
[BP:LUT:seventh left vine:STP][CONTYPE:UPPERBODY][LIMB]--LEFT][CATEGORY:VINE]
[DEFAULT_RELSIZE:10000]
[BP:RUT:eigth right vine:STP][CONTYPE:UPPERBODY][LIMB]--RIGHT][CATEGORY:VINE]
[DEFAULT_RELSIZE:10000]
[BP:LUT:eigth left vine:STP][CONTYPE:UPPERBODY][LIMB]--LEFT][CATEGORY:VINE]
[DEFAULT_RELSIZE:10000]
[BP:RUT:ninth right vine:STP][CONTYPE:UPPERBODY][LIMB]--RIGHT][CATEGORY:VINE]
[DEFAULT_RELSIZE:1000]
[BP:LUT:ninth left vine:STP][CONTYPE:UPPERBODY][LIMB]--LEFT][CATEGORY:VINE]
[DEFAULT_RELSIZE:10000]
[BP:RUT:tenth right vine:STP][CONTYPE:UPPERBODY][LIMB]--RIGHT][CATEGORY:VINE]
[DEFAULT_RELSIZE:1000]
[BP:LUT:tenth left vine:STP][CONTYPE:UPPERBODY][LIMB]--LEFT][CATEGORY:VINE]
[DEFAULT_RELSIZE:10000]
[BP:RUT:eleventh right vine:STP][CONTYPE:UPPERBODY][LIMB]--RIGHT][CATEGORY:VINE]
[DEFAULT_RELSIZE:10000]
[BP:LUT:eleventh left vine:STP][CONTYPE:UPPERBODY][LIMB]--LEFT][CATEGORY:VINE]
[DEFAULT_RELSIZE:10000]
[BP:RUT:twelfth right vine:STP][CONTYPE:UPPERBODY][LIMB]--RIGHT][CATEGORY:VINE]
[DEFAULT_RELSIZE:5000]
[BP:LUT:twelfth left vine:STP][CONTYPE:UPPERBODY][LIMB]--LEFT][CATEGORY:VINE]
[DEFAULT_RELSIZE:5000]
However, neither attack is ever used (only a "pushes" message is displayed whenever I try to attack things in the arena.) Is there something blatantly wrong I'm doing?
By a quirk of the combat system, the "push" attack seems to happen when a creature has no other valid choices. You most often see it on IMMOBILE creatures and those who need a thought center to move but don't have one.QuoteHowever, neither attack is ever used (only a "pushes" message is displayed whenever I try to attack things in the arena.) Is there something blatantly wrong I'm doing?
If you are using a creature lacking a THOUGHT part, you need [NO_THOUGHT_CENTER_FOR_MOVEMENT] for it to actually be able to do something.
Hey, made a bush to grow in deserts. It's not showing up at all, I've checked fifteen deserts and stayed a few months each. Why isn't it showing up? Here's it's raws.Savage deserts are probably very rare. I bet all the 15 deserts you tried were not "high savagery". Try without savage, and frequency 30.
[BIOME:DESERT_BADLAND]
[BIOME:DESERT_ROCK]
[BIOME:DESERT_SAND]
[SAVAGE]
Behold, the Ontos! A fifth the size of an elephant, wool covered, humanoid, hoofed beast. The males have tusks and horns. They produce products the same cost as an elephants, travelPerhaps give them some skills, and vocalizations? Different description on male and female. Woolly minotaurs, are they?
aww i wanted a dogs to live with cats.You can make them castes of the same creature, but that leads to its own weirdness. They'll marry across subspecies and any (female) caste can give birth to any other caste.
make each caste use different creatures?
Can attacks be defined caste-level, or do I must make a new creature, like [EXAMPLE_FIRE] and make it use fireball attacks, and make each caste use different creatures?You can't make a caste use a different creatures definition, but you can define a caste called, say, [USE_FIRE] (or whatever) and then use [SELECT_CASTE:USE_FIRE] to give it specials properties(you can use pretty much everything after that, I think almost all of the creature tokens are caste-level).
ok thanks. also could i make a rocket launcher weapon?You can not make a weapon that launches exploding projectiles with raw modding alone.
No.
yet another question, Could i make a pet be usable by just one civ?
yet another question, Could i make a pet be usable by just one civ?
No.
[SELECT_TISSUE:ALL]ALL or local creature tissue ID
[HEALING_RATE:1]lower is faster
[SELECT_TISSUE_LAYER:ALL]
[TL_HEALING_RATE:1]
Thank you, im adding things in from dawn of war. Also for some reasons my tanks melt the instant i place them in the object testing arena. They are made out of bronze if that helps.It is kinda fun though cause after a certain point all of their body parts shoot off in random directions.If you gave them metal liquid blood or something else with a high melting point then they could be boiling to death.
EDIT:If it helps when they die in the arena their body dissapears.
Can I make a non humanoid creature wear gauntlets on its non-hand parts i.e. tentacles?
Can I make a non humanoid creature wear gauntlets on its non-hand parts i.e. tentacles?
If the part is designated as a grasp part and as being left or right, yes.
Would it be possible to make a tank in a workshop?You can make a tank creature with tank part and cannon ball firing interaction.
IT_CANNOT_HAVE_SYNDROME_CLASS in an interaction along with a syndrome that has the proper SYN_CLASS should work.
1. CE:COUNTER_TRIGGER:CAVE_ADAPT is your friend. When it's at 0, they're guaranteed to be outside. Grass trample cannot cause syndromes. Syndromes cannot cause cave adaption; they can only do what is listed on this page (http://dwarffortresswiki.org/index.php/DF2014:Syndrome).
2. No, that wouldn't work. Workshops cannot have syndromes applied to them, they can only be applied to creatures. Pressure plates cannot cause syndromes, they can only be applied by interactions, inhaling gases, injection by attacks, ingestion of item made of material or contact with spatters only (not grass or anything).
You cannot undo syndromes, only immunize against them or have them be temporary. Having high ALCOHOLIC does what you seem to want anyway, however.
(this is one of the weirdest syndrome limitations)
I guess I could just require the new reaction to use the new reaction product (reaction material?) type instead of using the FUEL token, but I'd like to maintain the ability to power it via magma instead. Should I make two separate reactions, one for the forge that requires my new type and one for the magma forge that doesn't? (Can I even specify forge vs. magma forge for a reaction's building?)
its just for now until i figure out how to make them at a workshop
[SYNDROME]
[SYN_NAME:Tank]
[SYN_INHALED][SYN_INGESTED][SYN_INJECTED][SYN_CONTACT]
[CE_BODY_TRANSFORMATION:START:0]
[CE_CREATURE:TANK:DEFAULT]
it turned the one making it into a toad
EDIT: it works now.Can different castes of the same creature have different tiles
Can anyone tell me why these won't spawn in Fort mode or Adventure mode? I have been working for a few hours on these, but with no progress. These were updated from the previous version, but everything else I updated still works. :-\Depends on where you embarked really, [FREQUENCY:50] is the default and they are competing on an equal footing with every other [FREQUENCY:50] creature available in that region. All available frequencies are added together(wiki says 100 is max) and a RNG decides which appears.Spoiler (click to show/hide)
EDIT:Also I used LegendViewer to check and they do have outdoor populations, I am just not encountering them for some reason.
Ya I did but I have nothing except that if I try to check the region-pop list with dfhack, it says that the population is null.What does it say about any other creature type that isn't on the map?
could i make a creature with a built in bladeIt won't really act like a DF weapon. It'll be breakable as it'll simply be a metal limb required for a creature attack. And as it's a limb+attack you can't parry with it.
how would i make it slice enemies instead of punch them?
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
maybe it needs biome tags?I've got it set to ALL_LAND
Depends on where you embarked really, [FREQUENCY:50] is the default and they are competing on an equal footing with every other [FREQUENCY:50] creature available in that region. All available frequencies are added together(wiki says 100 is max) and a RNG decides which appears.Ya I only have 3 other creatures possible, and all of them are set to 1 while it is set to 99. This is why it was confusing me so much why it didn't show up.
Also [LIKES_FIGHTING] is gone from DF and PRONE_TO_RAGE takes a number (ie PRONE_TO_RAGE:10).I will definitely get that changed, though I don't think it will help with the spawning. Thanks! :D
What does it say about any other creature type that isn't on the map?If I do normal region-pops list it will give me the pops of any of the other creatures that have appeared(not them), and if I do region-pops list all it gives me a blank for both the plant and creature lists.
[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:TONGUE:FACIAL_FEATURES:TEETH:RIBCAGE]
you say that every caste will have this body. When you put it a second time after the caste, you create 'fractal spacemarines' with heads and legs and hands everywhere (basically if you look at it in the Arena, it has multiples body parts that should not be here). What you want to do is define the body only after the caste is declared. [CREATURE:SKELETONS]
[DESCRIPTION:The skeleton of an ancient warrior. It has no master and his only animated by his hatred for all living being.]
[NAME:skeleton:skeletons:skeleton]
[CREATURE_TILE:'U'][COLOR:7:0:1]
[NOT_LIVING]
[OPPOSED_TO_LIFE]
[SMELL_TRIGGER:10000]
[ODOR_LEVEL:10]
[NOT_BUTCHERABLE]
[PREFSTRING:pale bones]
[LARGE_ROAMING]
[EVIL]
[BIOME:ANY_WETLAND]
[BIOME:SUBTERRANEAN_CHASM]
[UNDERGROUND_DEPTH:2:3]
[CLUSTER_NUMBER:1:3]
[POPULATION_NUMBER:10:30]
[NOBONES]
[NOPAIN][EXTRAVISION][NOBREATHE][NOSTUN][NONAUSEA][NOEMOTION][NOTHOUGHT][NOEXERT]
[NO_DIZZINESS]
[LARGE_PREDATOR]
[NO_DRINK][NO_EAT][NO_SLEEP]
[CANOPENDOORS]
[NOFEAR]
[CREATURE_CLASS:SKELETON]
[ALL_ACTIVE]
[NO_THOUGHT_CENTER_FOR_MOVEMENT]
[USE_MATERIAL_TEMPLATE:STRONG_BONE:BONE_STRONG_TEMPLATE]
[USE_MATERIAL_TEMPLATE:BONE:BONE_TEMPLATE]
[TISSUE:STRONG_BONE]
[TISSUE_NAME:bone:NP]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:STRONG_BONE]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE:BONE]
[TISSUE_NAME:bone:NP]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:BONE]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE:METAL]
[TISSUE_NAME:iron:NP]
[TISSUE_MATERIAL:INORGANIC:IRON]
[CONNECTS]
[RELATIVE_THICKNESS:10]
[TISSUE_SHAPE:LAYER]
[CASTE:GIANT_SKELETON]
[BODY:HUMANOID_ARMLESS:ARMS_WITHOUT_GRASP:HUMANOID_JOINTS:SPINE:5FINGERS_HOLDING:5TOES:MOUTH:TEETH:RIBCAGE:GREATWEAPON_RIGHT]
[CASTE:SWORD_SKELETON]
[BODY:HUMANOID_ARMLESS:ARMS_ONE_GRASP:HUMANOID_JOINTS:SPINE:5FINGERS_HOLDING:5TOES:MOUTH:TEETH:RIBCAGE:GREATWEAPON_RIGHT]
[CASTE:ARCHER_SKELETON]
[BODY:HUMANOID:HUMANOID_JOINTS:SPINE:5FINGERS:5TOES:MOUTH:TEETH:RIBCAGE]
[CASTE:BABY_SKELETON]
[BODY:HUMANOID:HUMANOID_JOINTS:SPINE:5FINGERS:5TOES:MOUTH:TEETH:RIBCAGE]
[CASTE:BEAST_SKELETON]
[BODY:QUADRUPED:TAIL:SPINE:4TOES_FQ_REG:4TOES_RQ_REG:MOUTH:GENERIC_TEETH_WITH_LARGE_EYE_TEETH:RIBCAGE]
[CASTE:WHEEL_SKELETON]
[BODY:HUMANOID_ARMLESS:ARMS_WITHOUT_GRASP:HUMANOID_JOINTS:SPINE:5FINGERS_HOLDING:5TOES:MOUTH:TEETH:RIBCAGE:WHEEL]
[CASTE:BONE_TOWER]
[BODY:BASIC_2PARTBODY:HANDS_TOWER]
[SELECT_CASTE:ALL]
[BODYGLOSS:SKULL]
[TISSUE_LAYER:BY_CATEGORY:GREATWEAPON:METAL]
[SELECT_CASTE:GIANT_SKELETON]
[SELECT_ADDITIONAL_CASTE:BEAST_SKELETON]
[BODY_DETAIL_PLAN:SKELETON_LAYER:STRONG_BONE]
[SELECT_CASTE:GIANT_SKELETON]
[DESCRIPTION:A giant skeleton animated by death magic and wielding a great sword. It may be slow, but it's swings are devastatings.]
[CASTE_NAME:giant skeleton:giants skeletons:giant skeleton]
[CASTE_TILE:'S'][COLOR:7:0:1]
[BODYGLOSS:GREATSWORD]
[BODY_SIZE:0:0:240000]
[NATURAL_SKILL:SWORD:6]
[NATURAL_SKILL:MELEE_COMBAT:5]
[NATURAL_SKILL:DODGING:5]
[NATURAL_SKILL:SITUATIONAL_AWARENESS:7]
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_PREPARE_AND_RECOVER:4:4]
[ATTACK_FLAG_BAD_MULTIATTACK]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
[ATTACK:SLASH:BODYPART:BY_CATEGORY:GREATWEAPON]
[ATTACK_SKILL:SWORD]
[ATTACK_VERB:slash:slashes]
[ATTACK_PREPARE_AND_RECOVER:4:3]
[ATTACK_CONTACT_PERC:250]
[ATTACK_PENETRATION_PERC:850]
[ATTACK_FLAG_EDGE]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[ATTACK:CRUSH:BODYPART:BY_CATEGORY:GREATWEAPON]
[ATTACK_SKILL:SWORD]
[ATTACK_VERB:crush:crushes]
[ATTACK_PREPARE_AND_RECOVER:5:3]
[ATTACK_CONTACT_PERC:90]
[ATTACK_PENETRATION_PERC:2000]
[ATTACK_VELOCITY_MODIFIER:400]
[ATTACK_FLAG_EDGE]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:900:711:521:293:1900:2900] 30 kph
[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:5951:5419:4898:1463:6944:8233] 6 kph
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:5951:5419:4898:1463:6944:8233] 6 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
[SELECT_CASTE:BEAST_SKELETON]
[DESCRIPTION:A giant quadruped beast with an human head.]
[CASTE_NAME:skeleton beast:skeleton beasts:skeleton beast]
[CASTE_TILE:'B'][COLOR:7:0:1]
[BODY_SIZE:0:0:350000]
[NATURAL_SKILL:BITE:7]
[NATURAL_SKILL:STANCE_STRIKE:6]
[NATURAL_SKILL:DODGING:5]
[NATURAL_SKILL:SITUATIONAL_AWARENESS:7]
[ATTACK:KICK:BODYPART:BY_CATEGORY:LEG_FRONT]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:swipe:swipes]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_FLAG_BAD_MULTIATTACK]
[ATTACK_CONTACT_PERC:80]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bite]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:80]
[ATTACK_FLAG_EDGE]
[ATTACK_FLAG_CANLATCH]
[ATTACK_PRIORITY:SECOND]
[APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:900:711:521:293:1900:2900] 30 kph
[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:5951:5419:4898:1463:6944:8233] 6 kph
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:5951:5419:4898:1463:6944:8233] 6 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
[SELECT_CASTE:SWORD_SKELETON]
[SELECT_ADDITIONAL_CASTE:ARCHER_SKELETON]
[SELECT_ADDITIONAL_CASTE:BONE_TOWER]
[SELECT_ADDITIONAL_CASTE:BABY_SKELETON]
[SELECT_ADDITIONAL_CASTE:WHEEL_SKELETON]
[BODY_DETAIL_PLAN:SKELETON_LAYER:BONE]
[SELECT_CASTE:SWORD_SKELETON]
[DESCRIPTION:A skeleton animated by death magic and wielding a scimitar.]
[CASTE_NAME:skeleton:skeletons:skeleton]
[CASTE_TILE:'s'][COLOR:7:0:1]
[BODYGLOSS:SCIMITAR]
[BODY_SIZE:0:0:65000]
[NATURAL_SKILL:MELEE_COMBAT:3]
[NATURAL_SKILL:SWORD:4]
[NATURAL_SKILL:DODGING:3]
[NATURAL_SKILL:SITUATIONAL_AWARENESS:5]
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_FLAG_BAD_MULTIATTACK]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
[ATTACK:SLASH:BODYPART:BY_CATEGORY:GREATWEAPON]
[ATTACK_SKILL:SWORD]
[ATTACK_VERB:slash:slashes]
[ATTACK_PREPARE_AND_RECOVER:2:2]
[ATTACK_CONTACT_PERC:200]
[ATTACK_PENETRATION_PERC:600]
[ATTACK_FLAG_EDGE]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[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
[SELECT_CASTE:ARCHER_SKELETON]
[DESCRIPTION:A skeleton animated by death magic.]
[CASTE_NAME:skeleton:skeletons:skeleton]
[CASTE_TILE:'s'][COLOR:7:0:1]
[NATURAL_SKILL:MELEE_COMBAT:3]
[NATURAL_SKILL:RANGED_COMBAT:4]
[NATURAL_SKILL:BOW:5]
[NATURAL_SKILL:DODGING:3]
[NATURAL_SKILL:SITUATIONAL_AWARENESS:6]
[BODY_SIZE:0:0:65000]
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_FLAG_BAD_MULTIATTACK]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:punch:punches]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[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
[SELECT_CASTE:BONE_TOWER]
[DESCRIPTION:A grim tower made from the bones of the fallen.]
[CASTE_NAME:bone tower:bone towers:bone tower]
[CASTE_TILE:'T'][COLOR:7:0:1]
[BODYGLOSS]
[NATURAL_SKILL:MELEE_COMBAT:4]
[NATURAL_SKILL:GRASP_STRIKE:5]
[NATURAL_SKILL:STANCE_STRIKE:5]
[NATURAL_SKILL:SITUATIONAL_AWARENESS:6]
[BODY_SIZE:0:0:600000]
[ATTACK:SLAM:BODYPART:BY_CATEGORY:BODY_UPPER]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:slam:slams]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_FLAG_BAD_MULTIATTACK]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:punch:punches]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_FLAG_INDEPENDENT_MULTIATTACK]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS::3512:2634:1756:878:4900:6900] 10 kph
[CANNOT_CLIMB][SWIMS_LEARNED]
[SELECT_CASTE:BABY_SKELETON]
[DESCRIPTION:A tiny skeleton which seems to be the one of an infant. Despite it's size, it is an enraged foe.]
[CASTE_NAME:baby skeleton:baby skeletons:baby skeleton]
[CASTE_TILE:'b'][COLOR:7:0:1]
[BODY_SIZE:0:0:4000]
[PRONE_TO_RAGE:60]
[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_CANLATCH]
[ATTACK_FLAG_EDGE]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:900:711:521:293:1900:2900] 30 kph
[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:5951:5419:4898:1463:6944:8233] 6 kph
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:5951:5419:4898:1463:6944:8233] 6 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
[SELECT_CASTE:WHEEL_SKELETON]
[DESCRIPTION:A skeleton animated by death magic.]
[CASTE_NAME:wheel skeleton:wheel skeletons:skeleton]
[CASTE_TILE:'s'][COLOR:7:0:1]
[BODY_SIZE:0:0:65000]
[NATURAL_SKILL:MELEE_COMBAT:4]
[NATURAL_SKILL:STANCE_STRIKE:5]
[NATURAL_SKILL:DODGING:3]
[NATURAL_SKILL:SITUATIONAL_AWARENESS:5]
[TISSUE_LAYER:BY_CATEGORY:WHEEL:METAL]
[ATTACK:RUSH:BODYPART:BY_CATEGORY:WHEEL]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:roll toward:rolls toward]
[ATTACK_PREPARE_AND_RECOVER:2:2]
[ATTACK_CONTACT_PERC:300]
[ATTACK_PENETRATION_PERC:705]
[ATTACK_FLAG_EDGE]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[GAIT:WALK:Roll:160:2:3:700:0]
[GAIT:WALK:Run:450:5:3:711:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]
[GAIT:WALK:Walk:900:NO_BUILD_UP:0]
[GAIT:WALK:Creep:2900:NO_BUILD_UP:0]
[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
See how the difference between the caste are handled ? It's what you want to do.[BODY_DETAIL_PLAN:GRYPHON_HAIR_AND_FEATHERS]
[BP_LAYERS:BY_CATEGORY:BODY_UPPER:ARG1:1]
[BP_LAYERS:BY_CATEGORY:BODY_LOWER:ARG2:1]
It looks fine, but half of the body is missing in the [BODY:GRIFFON_NECK] file you gave. I'll assume this is a copy-paste error, if not you may want to give this poor gryphon a fourth leg.
And no, I don't have any idea why they'd swim in magma without melting.
How can I increase a creature's "fear", pain, and exertion tolerance, without actually giving it full-on [nopain], [nofear], and [noexert]?
How can I increase a creature's "fear", pain, and exertion tolerance, without actually giving it full-on [nopain], [nofear], and [noexert]?
Exertion and pain tolerance scales with willpower. Raise the race's base willpower by quite a lot and you'll see results. As for fear, give the race a few[3-5] base levels in Discipline.
I know how to give a creature base skills, but how do I give a creature base attributes?
[PHYS_ATT_RANGE:STRENGTH:450:950:1150:1250:1350:1550:2250] +
[PHYS_ATT_RANGE:AGILITY:150:600:800:900:1000:1100:1500] -
[PHYS_ATT_RANGE:TOUGHNESS:450:950:1150:1250:1350:1550:2250] +
[MENT_ATT_RANGE:ANALYTICAL_ABILITY:450:950:1150:1250:1350:1550:2250] +
[MENT_ATT_RANGE:FOCUS:700:1200:1400:1500:1600:1800:2500] ++
[MENT_ATT_RANGE:CREATIVITY:450:950:1150:1250:1350:1550:2250] +
[MENT_ATT_RANGE:PATIENCE:450:950:1150:1250:1350:1550:2250] +
[MENT_ATT_RANGE:MEMORY:450:950:1150:1250:1350:1550:2250] +
[MENT_ATT_RANGE:SPATIAL_SENSE:700:1200:1400:1500:1600:1800:2500] ++
where the fourth value is the median and 1000 the average(used by humans) value.Ok, I am now having some really annoying issues. Not only is one of my creatures not spawning, but the civilized races refuse to trade with each other or make war, basically any interaction. I tried changing the creatures on the civ to humans, but then the civilizations refused to spawn at all, and if I tried remaking the dwarf entity and putting my creatures into it, they still refused to trade, but I could find nothing in the creature files that would cause this.
If you don't mind helping, please pm me, because the files are too large to just put in spoilers, unless you have a specific portion you would like me to post.
Thank you both! ;D I do have a wagon puller, but maybe something got messed up, I will definitely check. If that doesn't work I will look through that guide and check it out.This I don't understand. If your creature is present in the world, it should spawn. Have you tried making it the only creature to spawn in a given biome ? If you did and it didn't work, maybe you are missing something too obvious to notice ? You should post the raws.
Any ideas why a creature wouldn't spawn in fort or adventure mode? Works in arena and legends viewer says that it has outdoor populations, but for some reason I can't get it to spawn.
He probably changed something from then to now but here is the original post with raws.Thank you both! ;D I do have a wagon puller, but maybe something got messed up, I will definitely check. If that doesn't work I will look through that guide and check it out.This I don't understand. If your creature is present in the world, it should spawn. Have you tried making it the only creature to spawn in a given biome ? If you did and it didn't work, maybe you are missing something too obvious to notice ? You should post the raws.
Any ideas why a creature wouldn't spawn in fort or adventure mode? Works in arena and legends viewer says that it has outdoor populations, but for some reason I can't get it to spawn.
Can anyone tell me why these won't spawn in Fort mode or Adventure mode? I have been working for a few hours on these, but with no progress. These were updated from the previous version, but everything else I updated still works. :-\Spoiler (click to show/hide)
EDIT:Also I used LegendViewer to check and they do have outdoor populations, I am just not encountering them for some reason.
You could replicate the bite attack, it should do the trick.
[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]
You should be able to select with wich head it can attack by giving one of its head a different category, something like BY_CATEGORY:HEAD_SNAKE. You can do the same with the scratch attacks.
The DF wiki (http://dwarffortresswiki.org/index.php/DF2014:Goblin ) mentions that goblins invading your site will attack another separate invasion group.
Since that's the case, I'd imagine that your elf races attack each other because of their lack of ethics.
Would a genderless enemy civ run into worldgen problems or anything of the sort? Will it prevent them from increasing in numbers completely?
That'd be an interesting idea: a civ that seeds with a few members powerful enough to definitely succeed in kidnapping, then die out leaving behind an unpredictable mix of critters that go on kidnapping (and breeding if they're lucky).Would a genderless enemy civ run into worldgen problems or anything of the sort? Will it prevent them from increasing in numbers completely?
Genderless = can't breed at present I think. Not sure. Course a snatching civ doesn't need to worry about that if they can supplant thier numbers with enough kidnappings.
what doe the numbers in the standard creature gaits creature variation thing mean?
GAIT
Caste
type (WALK, CLIMB, SWIM, CRAWL, or FLY)
gait name
full speed
build up time:max turning speed:start speed (or NO_BUILD_UP for instant use)
energy use
Optional flags:
LAYERS_SLOW - if gait is slowed by increased weight
STRENGTH - if gait is affected by strength stat
AGILITY - if gait is affected by agility stat
STEALTH_SLOWS:penalty - if gait is slowed by being stealthed
Would a genderless enemy civ run into worldgen problems or anything of the sort? Will it prevent them from increasing in numbers completely?Genderless creatures do not generate entities. That's a pretty big problem if you ask me.
The most you could do is to give the creatures a pair of super-rare male and female castes and maybe an interaction that turns them into the no_gender version if you want to ensure no gendered creature appears during play.Would a genderless enemy civ run into worldgen problems or anything of the sort? Will it prevent them from increasing in numbers completely?Genderless creatures do not generate entities. That's a pretty big problem if you ask me.
[REACTION:DECORATE_ITEM_WITH_LEATHER_ADV]
[NAME:decorate item with leather]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:SKIN_TANNED:NONE:NONE:NONE]
[REAGENT:B:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT]
[IMPROVEMENT:100:B:COVERED:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:LEATHERWORK]
[REACTION:DECORATE_ITEM_WITH_GEM_ADV]
[NAME:encrust item with gem]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:SMALLGEM:NONE:NONE:NONE]
[REAGENT:B:1:WEAPON:ITEM_WEAPON_SWORD_SHORT:INORGANIC:IRON][PRESERVE_REAGENT]
[IMPROVEMENT:100:B:COVERED:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:ENCRUSTGEM]
[REACTION:MAKE_GLAZE_ORE]
[NAME:make glaze powder from ore]
[BUILDING:QUERN:CUSTOM_G]
[BUILDING:MILLSTONE:CUSTOM_G]
[REAGENT:glaze:1:ANY_RAW_MATERIAL:NONE:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:GLAZE_MAT_ORE]
[REAGENT:jug:1:TOOL:NONE:NONE:NONE][EMPTY][HAS_TOOL_USE:LIQUID_CONTAINER][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:10:POWDER_MISC:NONE:GET_MATERIAL_FROM_REAGENT:glaze:GLAZE_MAT_ORE][PRODUCT_DIMENSION:15][PRODUCT_TO_CONTAINER:jug]
[SKILL:MILLING]
Does making a single PRODUCT_DIMENSION:150 batch work? Also, check that it's not spilling on the floor instead of going into the jug.
I was wondering: Can I make a bucket full of water or water in general needed for work somehow?Here, have these two handy water-outputting reactions. You can remove reagent A to make water out of nowhere.
[REACTION:ICE_TO_WATER] --by Malecus
[NAME:melt ice to bucket]
[BUILDING:SCREW_PRESS:CUSTOM_I]
[REAGENT:A:1:BOULDER:NO_SUBTYPE:WATER:NONE]
[REAGENT:B:1:BUCKET:NONE:NONE:NONE][EMPTY][DOES_NOT_ABSORB][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:2:LIQUID_MISC:NONE:WATER:NONE][PRODUCT_DIMENSION:150][PRODUCT_TO_CONTAINER:B]
[SKILL:PRESSING]
[REACTION:PRESS_PLANTS_WATER] --by Malecus
[NAME:press water from plants]
[BUILDING:SCREW_PRESS:CUSTOM_ALT_P]
[REAGENT:A:7:PLANT:NONE:NONE:NONE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:B:1:BUCKET:NONE:NONE:NONE][EMPTY][DOES_NOT_ABSORB][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:80:1:LIQUID_MISC:NONE:WATER:NONE][PRODUCT_DIMENSION:150][PRODUCT_TO_CONTAINER:B]
[SKILL:PRESSING]
Would this be considered a major mod, or what size abouts would it be?
It'd include: 3 new civilizations.
1 new metal.
A new building, the Magister Smith, which produces legendary weapons.
Some new plants, including, among a few, one rather expensive one that can make dye and alcohol, used by humans often, and a tree that the elves can use to make iron bars.
Three new dragons.
A new megabeast.
Two new semi-megabeasts.
It's own graphic set.
A planes animal that's basically a sheep+ogre.
Some new clothes and a couple new weapons.
And the ability to decorate more items, such as weapons.
So would this be called a major mod, or what? So I know what to put it under in DFFD. Thanks!
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:ALL:SCALE_TEMPLATE]
should be [SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:ALL:SCALE]
You have some errors in the creatures.
When you define colors variations, you select the tissue. So this line:Code: [Select][SELECT_CASTE:ALL]
should be
[SET_TL_GROUP:BY_CATEGORY:ALL:SCALE_TEMPLATE]Code: [Select][SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:ALL:SCALE]
If a creature has an underground biome, you must add a [UNDERGROUND_DEPTH:x:y] tag, the numbers being the cavern layers they will appear at.(for example, with 1:3 they will spawn in every cavern), they won't spawn if you don't.
Also you made a typo in the HORRORENTITY creature. Replace JADE1 with JADE:1
An entity needs access to farming crops to spawn. Use [OUTDOOR_FARMING] and/or [INDOOR_FARMING] (or add NO_EAT to the creature).
BIOME_SUPPORT takes an argument, which affects the speed at which they will spread in the biome. The numbers are relatives to each others if you have specify more than one biome. Note that civilizations need [SETTLEMENT_BIOME:whatever] to settle in a given biome.
I tested your raws with the above changes and I was able to have an horrors civ spawned.
Oh and I forgot: you need a language for your entity.
After half an hour I decided to retire the fortress and check legends mode. The page of the fort is spammed with "in year 1054, item xyz was stolen from the fort by xyz the duergar... >:(Entity token ITEM_THIEF or creature token CURIOUSBEAST_ITEM. Probably the entity one.
I have to find out, what Token is responsible for that behaviour.
is there a way to force df to ignore world gen rejections (sometimes it does it automaticly after 2000 or so fails)Not as far as I know. Rainfall and elevations are tricky beasts.
I won't. Reactions cannot be triggered.Is there no alternative thing that could destroy items? I know dragon breath works, but dragon breath destroys everything, not just metal items. And making fire that's hot enough to melt any metal items would also destroy any non-metal items. I could just make rust monsters steal items, but I don't think there's a way to make them only steal metal items.
How much of a difference would 100-200 contact area on a slash, or 100-200 on penetration make much of a difference for a weapon? How much of a difference? My weapon upgrading idea involves making tons of weapon raws, mostly just small modifications on them, and will take a long time simply from the amount of necessary repetition. So how big of a difference is 100 contact area on a slash?I always thought of it in terms of percentages. So if you have a weapon with 100 units of contact area for cutting, then an increase of 100 would be a 100% increase in cutting effectiveness. Or if it had 1500 contact area, an increase of 100 would be ~6% increase.
AFAIK, that is only for natural creature attacks. Weapon attacks use those numbers as their actual penetration and contact areas, rather than as percentages of their size. I may be wrong though.
100 to 200 may not seem to large of a difference, but it is. Though I would probably suggest you go for larger gaps between sizes, as 100 may be a bit under what is needed to pierce all the way through a human torso, last I saw any numbers, it would definitely not be enough to cut too deep into something many times larger, such as an ogre, or an FB.
No, I think that's above the max. You may note that 50 feet tall is completely gigantic.
Errorlog doesn't say anything, you have to use DFHack or some other weird test to tell if it went wrong.What's the test?
Oh.
Also: Is candy thread and cloth dyable? And if I made a metal have the same process, and made the thread dyable, would the metal it produces have that dye affect them?
Like, say, this is a randommetal wafer. It is midnight blue with exceptional dimple dye. This is a randommetal sword. It is midnight blue with exceptional dimple dye.
Errorlog doesn't say anything, you have to use DFHack or some other weird test to tell if it went wrong.What's the test?
An absolutely vast creature has an equally vast amount of blood to drain.Just remove the major arteries tags. It won't prevent bleeding to death, but will make it rare.
There really isn't, though. A hit to a major artery (throat, heart) is invariably fatal in a few ticks, no matter the size.
Is there even possible to make a pet do normal dwarf works like mine/fell wood/smelt ores?
unit.body.blood_max should be about equal (with a 50% uncertainty, though it will very really go that far) to the BODY_SIZE divided by 10.
I think that unit.body.body_size_info or something similar is around, yeah, but I forgot what the values within were.
Grown pine, grown highwood, and grown featherwood. Those'll be the elves currencies.How about... elven currencies being hard clumps of resin, gently extracted from trees. Evergreen resin cheapest, featherwood resin priciest, redwood resin in the middle.
Grown pine, grown highwood, and grown featherwood. Those'll be the elves currencies.Or amber.
They use wood in a Kosher manner that doesn't harm the trees... and they do not trust others to do so. It used to be that crafts made from elf-sourced logs still insulted the elven traders. Now that items can have a "grown" attribute, I'm not sure if a mug made from a "grown pine log" turns into a "grown pine mug" that elves will buy or just a "pine mug" that give elves a hissy fit.Grown pine, grown highwood, and grown featherwood. Those'll be the elves currencies.Or amber.
Man elves are really double standard bastard, massively use wood but can't tolerate other race to use any.
Will they magically have the money in their pouches, or will I have to give them a reaction to get the materials?magic
Civs magically get anything that they have a reaction to produce, even if they don't have the reagents. Coin production is hardcoded into the forge, which means the reaction is available to anyone. Not sure if the game checks that the civ has access to forges, though.Will they magically have the money in their pouches, or will I have to give them a reaction to get the materials?magic
Venom injection has been around for a long time. And I'm pretty sure using the vampire infection example you could make a creature turn into another on injection.
Does anyone know if it's possible to spawn creatures from thin air?It can be done by DFhack script in 34.11 and earlier. In newer versions it doesn't work.
I mean more being able to harvest and inject a venom or a poison.Well, this part stays the same, as I know. You can mod a reaction that creates a pool of venom. If you put weapons/ammo on the tile where it should appear, they'll get covered, I guess. If venom is [SYN_INJECTED] then, I suppose, it will work once the weapon/ammo touches blood.
QuoteDoes anyone know if it's possible to spawn creatures from thin air?It can be done by DFhack script in 34.11 and earlier. In newer versions it doesn't work.
QuoteDoes anyone know if it's possible to spawn creatures from thin air?It can be done by DFhack script in 34.11 and earlier. In newer versions it doesn't work.
spawn-unit is a DFHack script, not interaction, and whether or not it is an enemy or ally is... actually in basic spawn-unit I think it's just "generic wild animal or civ memeber" at the moment, I always manually set them up to be invaders if necessary (since invasions are the only thing spawn-unit is really good for now, being slightly wonky for anything else and even kinda wonky for that)The current version of the script is focused on animals, since a lot more research is needed on civilized creatures. It will work for a wild animal (civ ID of -1), or a domesticated animal belonging to the fort or avdenturer's civ (the default). Putnam seems to have cracked turning one of these into an invader?
Hmm... Does anyone know if syndromes work on vermin?I believe they should work, judging from all the vermin-specific tags' existence.
The current version of the script is focused on animals, since a lot more research is needed on civilized creatures. It will work for a wild animal (civ ID of -1), or a domesticated animal belonging to the fort or avdenturer's civ (the default). Putnam seems to have cracked turning one of these into an invader?
What it will NOT do is make a functioning citizen for your civ. Spawned units don't have relationships, preferences or dreams. A spawned domesticated animal can be adopted as a pet, so they can form new relationships.
Edit: grammar. I'll blame the problem on my phone's tiny screen because, well, it doesn't mind when I blame it for things.
I believe they should work, judging from all the vermin-specific tags' existence.
Need to command separately that a vermin drops a SMALL_REMAINS instead of regular body parts. http://dwarffortresswiki.org/index.php/v0.34:Creature_token
spawn-unit can do both vermin and normal animals, both happen in the mod in my signature. If you want the game to spawn them randomly around the map, then yes you are looking for vermin. If you are spawning them yourself at specific locations, it can be a vermin or normal.
Spawned units don't have relationships, preferences or dreams.Thanks for the explanation guys!
- [ATTACK_PREPARE_AND_RECOVER:3:3] every effing where. 3 -> "more like 1/24th of a fort tick, but gets rounded up to one." adv tick is 72 fort ticks. " it seems you guys are right that attack speeds will affect fort mode aswell. "
- DONE: INSPECT WHAT WEAPON CHANGES IN VANILLA.
much [ATTACK_PREPARE_AND_RECOVER:3:3] to everything(tools too; tools done.). whip,scourge is special multiattack. that is all.
DONE:main weapon file. Oldgen no have whips coz they're bad in warfare. WHIP skill is polearms here.
DONE:genesis weap file, ammo file.
- probably done: crea_standard speeds tuning
- DONE: to all gems... the new densities and colours. [SOLID_DENSITY:2115] Common to opals. Range is 1980 - 2250 [STATE_COLOR:ALL_SOLID:PEARL]
- use _NECK variants TO ALMOST ALL BODIES. Birds too, done. Fish, sea mammals done.
- neck ver of humanoid_legless?? Naga.
- not exist [BODY:BASIC_2PARTBODY_NECK ! but use walrus instead: [BODY:BASIC_2PARTBODY:BASIC_HEAD_NECK:
- "There's a new hardcoded building you can specify, the Farmer's Workshop as [BUILDING:FARMER:key]."
- DONE intelligents and likesfighting: cowardly dorfs: "You need to mod them to have natural discipline skill of at least 1." [NATURAL_SKILL:DISCIPLINE:1]
- I dont need: "[SPOUSE_CONVERTER]
[ORIENTATION:MALE:1:0:0]
[ORIENTATION:FEMALE:0:0:1]
[CONVERTED_SPOUSE]
[ORIENTATION:MALE:0:0:1]
[ORIENTATION:FEMALE:1:0:0]
- Knight Otu says: "can be added (or removed) through CE_ADD_TAG (CE_REMOVE_TAG). Flying wasn't among them last time I checked. The list of tokens that can be added is BLOODSUCKER, CAN_LEARN, CAN_SPEAK, CRAZED, EXTRAVISION, LIKES_FIGHTING (or LIKESFIGHTING), MISCHIEVOUS (or MISCHIEVIOUS), NO_CONNECTIONS_FOR_MOVEMENT, NO_DIZZINESS, NO_DRINK, NO_EAT, NO_FEVERS, NO_PHYS_ATT_GAIN, NO_PHYS_ATT_RUST, NO_SLEEP, NO_THOUGHT_CENTER_FOR_MOVEMENT, NOBREATHE, NOEMOTION, NOEXERT, NOFEAR, NONAUSEA, NOPAIN, NOSTUN, NOT_LIVING, NOTHOUGHT, OPPOSED_TO_LIFE, PARALYZEIMMUNE, SUPERNATURAL, TRANCES, UTTERANCES."
- bloody entities, much work. new tags:
[MERCENARY]
[OUTDOOR_GARDENS]
[INDOOR_GARDENS]
[OUTDOOR_ORCHARDS]
[EXCLUSIVE_START_BIOME:MOUNTAIN]
[SETTLEMENT_BIOME:ANY_FOREST]
[SETTLEMENT_BIOME:MOUNTAIN]
[SETTLEMENT_BIOME:ANY_GRASSLAND]
[SETTLEMENT_BIOME:ANY_SAVANNA]
[SETTLEMENT_BIOME:ANY_SHRUBLAND]
four reactions
position can [REQUIRES_MARKET]
dukes [NUMBER:AS_NEEDED] instead of [SITE]! OldGen had [NUMBER:1], keep that for now.
values.
[VARIABLE_POSITIONS:ALL]
new: [SITE_VARIABLE_POSITIONS:ALL]
new option "REQUIRED": [ETHIC:KILL_NEUTRAL:REQUIRED]
- CREATURES of civs:
DONE attacks of civilized. Swim speeds removed.
DONE move speeds... *sigh*
_todo____ new personality wordings
--------------
IE_LOCATION Within I_EFFECT Location Hint Indicates where the effect can take place. Valid values: IN_WATER IN_MAGMA (and omit usage hint, so they do it always when in water)
--------------
changed frequencies/population numbers for animal people
fixed various broken eyelash color/descriptions
removed lots of HOMEOTHERM tags from bugs
fixed duck/goose root around part category
---------------------------
- human smellyness to 70? They themselves detect at 90.
- todo: add more un-edible plants af high frequency, to lessen "live off wild veg forever"
- fliers can have [DIVE_HUNTS_VERMIN]! (peregrine had it.)
- trees: they auto-use ironhand 59 tools tile and 172 fish tile :-( is in d_init.
[GROWTH_PRINT:'%' char(if zero,just color host) :7 char picked : color 4:0:1: timing 120000: timing 200000: priority 3]
Format here is character on branch, item character, 3 for color, season timing, print priority (higher better).
-[SHRUB_TILE:13][SHRUB_COLOR:2:0:0] looks great, low grass
- replaced all '*':'*': catkins with reedy-grassy 13-tile.
- all tree-fruits from '%' BIN to 236 tri-plant. all flowers from [GROWTH_PRINT:5:5: probably yen symbol to.... 231 fourleafplant.
---------special leaf colors on fantasy and evil trees!!-----------
- many creatures should get [NATURAL_SKILL:TRACKING:2] and [NATURAL_SKILL:BALANCE:4] and [NATURAL_SKILL:SNEAK:2]
- DONE: sweat/spit/tears added to approprite creatures.
- add [PERSONALITY:BRAVERY:100:100:100] to make creatures not run in fear.
- DONE: some ANY_LAND creatures to [BIOME:NOT_FREEZING]. For accuracy.
- inspect conversion [CVCT_TARGET:QUADRUPED_HOOF]
- DONE: solve the neck connection shit
- DONE: minerals not changed from 2012 to 2014.
- DONE: inspect metals
- DONE: materials done (leaf token, tears, sweat, spit.)
- DONE: high stink to select creatures.
- todo: sub-50 stinks, like hiding-type prey.
- todo wield: [HABIT_NUM:TEST_ALL] [HABIT:USE_ANY_MELEE_WEAPON:100]
- todo " [LOW_LIGHT_VISION:100] bonus percentage, cannot penalize yet, default is zero, just throw in 10000 to make it perfect "
- maybe todo: "The tags CRAZED and OPPOSED_TO_LIFE can be added through a syndrome"
- vanilla not have [SOUND:ALERT:30:2000:VOCALIZATION:screech:screeches:a large bird screech]
[SOUND:PEACEFUL_INTERMITTENT:16:80000:VOCALIZATION:chirp:chirps:a very short chirp]
on animals!
- DONE: 658 creatures! Fuck! Everyone's speed, swim speed, and attack.
- DONE: delete 11 personality lines, keep 9...
- put [GOBBLE_VERMIN_CLASS:EDIBLE_GROUND_BUG] to many custom creatures.
- pretty new: [ROOT_AROUND:BY_CATEGORY:BILL:root around in:roots around in]
- "For no-pole, base temperatures of at least 85 make an environment tropical" -Toady
____Globs are measured like bars now. Try REAGENT:tallow:150:GLOB instead.
__"Yeah, just use [GRAZER:#] in an animal to revert it to what it was before. GRAZE_COEFFICIENT only affects the STANDARD_GRAZER formula."
_ size of a tile is: "I think for the purposes of the minecarts it turned out to be 2m x 2m x 3m with 10 clicks / second" -Toady One
---------------------------------------------------------------------------
"Also, there are CANNOT_JUMP and CANNOT_CLIMB (this one is only needed if the creature has grasps - no creature
in the stock raws uses this) to prevent a creature from jumping/climbing or STANCE_CLIMBER to allow a creature
to climb with its feet/stance parts, VISION_ARC (in the format [VISION_ARC:150:310], binocular vision, non-binocular
vision), MULTIPART_FULL_VISION which (probably) causes the creature to have a full vision arc while it has multiple heads,
NO_VEGETATION_PERTURB, which probably causes the creature to leave no tracks on vegetation, and several other new tags.
---------------------------------------------------------------------------
Odor level is how smelly the creature is. Higher levels are more smelly.
Smell trigger is how well creatures can smell things. Lower is better. If the smell trigger is lower than the odor level, then the creature can smell the source of the odor, if it is close enough.
Both smell triggers and odor levels default to 50, I believe. It's mentioned in the future of the fortress thread, though it may have changed since then.
You can also apply an odor string to describe the smell. For example, fire snakes now have [ODOR_STRING:smoke]. So instead of it saying "you smell fire snake on the wind" it would say "you smell smoke on the wind".
[ODOR_LEVEL:50][ODOR_STRING:smoke]zero = odorless, default is 50, smell_trigger greaterless than or equal to odor_level detects w/ wind
[SMELL_TRIGGER:50] "low is better. minimum 1, default is 50, humans set to 90 because they suck"
Tomi: elephant 1, dog 10, 16-19 other dogs,
---------------------------------------------------------------------------
TREES:
Trunk_period: no idea. Couldn't notice any differences at all from changing this, under various conditions. [tea bush has 10]
branch densities: as you would expect, they create more often branches of that type.
max trunk height: the highest height of A trunk tile, not necessarily in a straight line.
heavy branch radius: seems to be the radius heavy branches can occur at. Does not depend on the trunk branching amount or where trunks are. You can actually have trunks branch out further than heavy branches do. So if this is = 1, you will have heavy branches in a 3x3 area around the center, period.
branch radius: similar.
trunk branching: Seems to be a combination of how "branchy" the shape is (twisting around, not straight line) PLUS how wide out the reach, in one parameter
^again, all three of these seem almost independent of one another. Branching of trunk can seemingly go out further than other branches do, for instance.
max trunk diameter: seems to only affect the base of the tree, and only go up to a max of 3x3 in size, no matter what you set.
Also, trees appear to be limited to a 7x7 area above their first tile in width, no matter what parameters you set. If you set all the branching radii and everything super high, you just get fully filled 7x7 rectangles going up. As you set them lower, it will take on different more or less filled oval shapes.
Also, biomes or perhaps temperatures or something can affect these variables. I have a world with ONLY one species of tree in existence, and on some embarks, it has 3x3 trunks all over the place and massive 7x7 canopies. And on other embarks, they are exclusively 1x1 initial trunks and tiny canopies ??? I haven't made any rhyme or reason out of it.
TINIEST TREE: 3 log stacks.
[TRUNK_PERIOD:1] 7-10 vanilla
[HEAVY_BRANCH_DENSITY:0] 0-25 vanilla
[BRANCH_DENSITY:0] 0-50 vanilla
[MAX_TRUNK_HEIGHT:1] 1-8 vanilla
[HEAVY_BRANCH_RADIUS:0] 1-2 vanilla
[BRANCH_RADIUS:0] 2 vanilla
[TRUNK_BRANCHING:0] 0-2 vanilla
[MAX_TRUNK_DIAMETER:1] 1-3
[TRUNK_WIDTH_PERIOD:1] 200 only in vanilla
[ROOT_DENSITY:0] 2-5
[ROOT_RADIUS:0] 3 only?
These parameters below are the default values for twig placement, and do not appear in other plant entries that use the default values. Zero and one are the only accepted values right now.
[TWIGS_SIDE_BRANCHES:1] 1yes 0no
[TWIGS_ABOVE_BRANCHES:1]
[TWIGS_BELOW_BRANCHES:0]
[TWIGS_SIDE_HEAVY_BRANCHES:0]
[TWIGS_ABOVE_HEAVY_BRANCHES:0]
[TWIGS_BELOW_HEAVY_BRANCHES:0]
[TWIGS_SIDE_TRUNK:0]
[TWIGS_ABOVE_TRUNK:0]
[TWIGS_BELOW_TRUNK:0]
vanilla MAXED OUT:
[TRUNK_PERIOD:10]
[HEAVY_BRANCH_DENSITY:25]
[BRANCH_DENSITY:50]
[MAX_TRUNK_HEIGHT:8]
[HEAVY_BRANCH_RADIUS:2]
[BRANCH_RADIUS:2]
[TRUNK_BRANCHING:2]
[MAX_TRUNK_DIAMETER:3]
[TRUNK_WIDTH_PERIOD:200]
[ROOT_DENSITY:5]
[ROOT_RADIUS:3]
vanilla Hazel:
[TRUNK_PERIOD:10]
[HEAVY_BRANCH_DENSITY:25]
[BRANCH_DENSITY:50]
[MAX_TRUNK_HEIGHT:6]
[HEAVY_BRANCH_RADIUS:1]
[BRANCH_RADIUS:2]
[TRUNK_BRANCHING:2]
[MAX_TRUNK_DIAMETER:1]
[TRUNK_WIDTH_PERIOD:200]
[ROOT_DENSITY:5]
[ROOT_RADIUS:3]
vanilla gingko:
[TRUNK_PERIOD:10]
[HEAVY_BRANCH_DENSITY:0]
[BRANCH_DENSITY:50]
[MAX_TRUNK_HEIGHT:8]
[BRANCH_RADIUS:1]
[TRUNK_BRANCHING:0]
[MAX_TRUNK_DIAMETER:2] up to 3-4m
[TRUNK_WIDTH_PERIOD:200]
[ROOT_DENSITY:5]
[ROOT_RADIUS:3]
And some values for deciding creature's speed.question about creature with modified attributes.
By example, i have a non playable creature that i wanted to be much stronger than normal without it being bigger than human.
I know that for a human, as it does not have a custom strenght, it default to basically :
[PHYS_ATT_RANGE:STRENGTH:200:700:900:1000:1100:1300:2000]
I decided for my creature to have :
[PHYS_ATT_RANGE:STRENGTH:1250:1500:1750:2000:2500:3500:4000]
Additionally my creature does NOT have [CAN_LEARN] (so according to wiki it will not increase its attributes/skills)
So how is the game going to set up the strength of those generated creatures ?
I mean, is it giving the creature the "median" value (2000 in that case) to every of them, is it randomly dice rolling between all the values so each creature generated has its unique strength (with the rolls weighted to the "median" ) , or is it going completely randomly between those values ?
Is it possible to make critters weaker to punches or nails or teeth or biting with a mouth? how do I do that?Spoiler (click to show/hide)
Is it like this way?
reaction_dungeon
[OBJECT:REACTION]
[REACTION:SUMMON_AN_IMP]
[NAME:summon an imp]
[BUILDING:TANNER:CUSTOM_T]
[PRODUCT:100:1:SKIN_TANNED:NONE:GET_MATERIAL_FROM_REAGENT:A:TAN_MAT]
[SKILL:TANNER]
[AUTOMATIC]
What sort of thing should I put into a reaction to make it summon a creature?You will probably need DFHack for that, so I think that you'd be better served asking it in the DFHack thread.Code: [Select]reaction_dungeon
[OBJECT:REACTION]
[REACTION:SUMMON_AN_IMP]
[NAME:summon an imp]
[BUILDING:TANNER:CUSTOM_T]
[PRODUCT:100:1:SKIN_TANNED:NONE:GET_MATERIAL_FROM_REAGENT:A:TAN_MAT]
[SKILL:TANNER]
[AUTOMATIC]
What sort of thing should I put into a reaction to make it summon a creature?You will probably need DFHack for that, so I think that you'd be better served asking it in the DFHack thread.Code: [Select]reaction_dungeon
[OBJECT:REACTION]
[REACTION:SUMMON_AN_IMP]
[NAME:summon an imp]
[BUILDING:TANNER:CUSTOM_T]
[PRODUCT:100:1:SKIN_TANNED:NONE:GET_MATERIAL_FROM_REAGENT:A:TAN_MAT]
[SKILL:TANNER]
[AUTOMATIC]
I remember someone modded chickens to give birth to thousands of live bees... It was hilarious.
Are raw of jewelry hard coded?
yesAh thanks, that means no roguelike-like magical rings and amulets...
Is this for a custom civ? It may help to see the position raws.
Removing the [APPOINTED_BY:X] may do it. I'm not entirely certain.
Can I make an item give a creature a reaction? Like a staff that lets a guy shoot fireballs?
Also, can I make something like a necromancer, but pyromancer? Gather in towers and such, and turn corpses into lizard spawn?
Is there possible to make a incorporeal creature that all attack will only pass right through it?
I think it depends on the materials, any tissue connections, stuff like that. Hair and feathers I think tends to allow things to pass through most of the time.Thanks a lot! Time to make a incorporeal "ghost" invader for more fun. :D
I think it depends on the materials, any tissue connections, stuff like that. Hair and feathers I think tends to allow things to pass through most of the time.Thanks a lot! Time to make a incorporeal "ghost" invader for more fun. :D
Is there possible to make a incorporeal creature that all attack will only pass right through it?
I think it depends on the materials, any tissue connections, stuff like that. Hair and feathers I think tends to allow things to pass through most of the time.
3. If they have an ANIMATE interaction, they'll eventually build a tower with the zombies
What is the value range for MAX_POP_NUMBER, MAX_SITE_POP_NUMBER, and MAX_STARTING_CIV_NUMBER?I actaully figured it out with some troubleshooting.
Okay, thanks. Can I give them natural skills? Like how a cat is a legendary climber by nature?
You can make any reaction pop out multiple different items.
The smelter, however, does not and cannot have any reactions.
I'm not familiar with PerfectWorld, but Deon made one (http://www.bay12forums.com/smf/index.php?topic=150001.0).
I know it, though I don't have an account. I thought it was dead.I'm not familiar with PerfectWorld, but Deon made one (http://www.bay12forums.com/smf/index.php?topic=150001.0).
Absolutely amazing man! That's what we needed with Kait!
Awesome!
Thanks to your name, I saw that you were french just like us, we come from the online forum jeuxvideo.com for DF. Do you know it?
I know it, though I don't have an account. I thought it was dead.I'm not familiar with PerfectWorld, but Deon made one (http://www.bay12forums.com/smf/index.php?topic=150001.0).
Absolutely amazing man! That's what we needed with Kait!
Awesome!
Thanks to your name, I saw that you were french just like us, we come from the online forum jeuxvideo.com for DF. Do you know it?
Okay, I'm still heavily failing at making this pyromancer work... Can someone help me out with the interaction for ignite, and how to give him fireball throwing and fire breathe? I've made it so the pyromancers get extravision, aren't living anymore, can gain attributes, so basically they're necromancer2.0, but with weaker-ish animated minions. Whereas the necromancer is the squishy part of the zombie horde, the pyromancer will be able to hold their own when attacked. Naturally, you cannot be a pyromancer and necromancer at once. That would be insanity. But, my problem is, the body change from a corpse to a fire spirit... Doesn't turn them into a fire spirit. It turns them into a toad, and the toad attacks the pyromancer. What'd I do wrong? After this, I'll probably be making tons of animating mages and choosing which are the best to be popping into my final mod. But I can't understand how to do body changes, and the werebeast raw didn't help me at all, just confused me. Thanks!
Here's the pyromancer interaction:Spoiler (click to show/hide)
Here's the fire spirit:Spoiler (click to show/hide)
So how would I get this to properly work? Thank you for any help in advance, I've been working on this as best as I can, but can't figure it out.
Is it possible to create an interaction that raises the temperature of a creature so it ignites into flames?Not without dfhack, and everything you can do with syndromes/interactions can be found here (http://dwarffortresswiki.org/index.php/DF2014:Syndrome) and here (http://dwarffortresswiki.org/index.php/DF2014:Interaction_token).
Is it possible to create an interaction that raises the temperature of a creature so it ignites into flames?Not without dfhack, and everything you can do with syndromes/interactions can be found here (http://dwarffortresswiki.org/index.php/DF2014:Syndrome) and here (http://dwarffortresswiki.org/index.php/DF2014:Interaction_token).
And StagnantSoul you can use [CE_CAN_DO_INTERACTION:INTERACTION], it's a syndrome token, look it on the wiki.
Agh, okay... I'll have to try seeing through legends mode if they set up towers and such. If there's pyromancer towers, then it should be okay.
Okay, I'm still heavily failing at making this pyromancer work... Can someone help me out with the interaction for ignite, and how to give him fireball throwing and fire breathe? I've made it so the pyromancers get extravision, aren't living anymore, can gain attributes, so basically they're necromancer2.0, but with weaker-ish animated minions. Whereas the necromancer is the squishy part of the zombie horde, the pyromancer will be able to hold their own when attacked. Naturally, you cannot be a pyromancer and necromancer at once. That would be insanity. But, my problem is, the body change from a corpse to a fire spirit... Doesn't turn them into a fire spirit. It turns them into a toad, and the toad attacks the pyromancer. What'd I do wrong? After this, I'll probably be making tons of animating mages and choosing which are the best to be popping into my final mod. But I can't understand how to do body changes, and the werebeast raw didn't help me at all, just confused me. Thanks!
Here's the pyromancer interaction:Spoiler (click to show/hide)
Here's the fire spirit:Spoiler (click to show/hide)
So how would I get this to properly work? Thank you for any help in advance, I've been working on this as best as I can, but can't figure it out.
To change their name, give the raise interaction [CE_DISPLAY_NAME:NAME:singular:plural:adjective:START:0]
Thank you kind sir. I'll work on modifying those, thank you again. I'll give you some credit definitely, as your work will be the basis of mine. Also: can I make boulders the aims of an interaction, instead of corspes? I'm hoping to have golemites be made from boulders in fortress mode, so an attacking Rock Shaman would be super deadly if they got to a stone stockpile. Golemites would be small, the size of a dog, and otherwise be the same as a golem.
To change their name, give the raise interaction [CE_DISPLAY_NAME:NAME:singular:plural:adjective:START:0]
That doesn't work, trust me I've tried.
I don't think you'll be able to not coat things... however there are two ways to get something like what you want: either give the archvile a fireball, or give the target an interaction that transforms them into a special creature made of a material that will spontaneously burst into flames. Be aware that the second option is an instant kill.To change their name, give the raise interaction [CE_DISPLAY_NAME:NAME:singular:plural:adjective:START:0]
That doesn't work, trust me I've tried.
I encountered this issue as well. I think creatures brought back with the ANIMATE effect just default to corpse, no matter what.
Anyway, I've been trying to recreate the arch-vile from Doom. And I've hit quite a snag here.In this interaction, the arch-vile gives another interaction to its opponent, which sets off an "explosion" of "fire" to the victim. The buggy cave-in mechanics for dust attacks work pretty well for recreating that summoned fire attack. However, I was unable to find a way to directly use the game's hardcoded fire "material", so I instead opted to make an inorganic "fake fire" substance. This is the substance I use for the dust attack.Spoiler (click to show/hide)Spoiler (click to show/hide)
The idea for the ignition, melting and boiling points was to have the fire "dust", which tends to cover people after a blast, dissipate once it gets into contact with the air. But it doesn't. So my questions: Did I mess something up somewhere? Is there anything I can do to prevent my interaction's dust attack from coating things in this fake fire? If not, is there anyway I can rename the fire so it's different for coatings/piles (so having it still called fire during the initial "blast", but having it named like ash for the contaminants it creates). If that isn't possible either, does anyone have some suggestions to go about this a different way? I've tried other breath attacks, and I feel they don't work nearly as well - and they still coat things. But maybe I'm going about this in an entirely wrong manner. Any suggestions would be appreciated.
[REACTION:HEAVYMACE]
[NAME:forge heavy mace]
[BUILDING:SPECIALWEAPON:NONE]
[REAGENT:A:150:BAR:NO_SUBTYPE:METAL:STEEL]
[REAGENT:B:150:BAR:NO_SUBTYPE:METAL:LEAD]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_MACE_FLANGED:METAL:HEAVYSTEELA]
[FUEL]
[SKILL:FORGE_WEAPON]
[SET_TL_GROUP:BY_CATEGORY:ALL:NAIL]
[TL_COLOR_MODIFIER:LIGHTER:1:EASY:1:HEAVY:1:SINKS:1:FLOATS:1:DRIFT:1:STIFF:1]
[APP_MOD_NOUN:buoyancy:SINGULAR]
[APP_MOD_DESC_RANGE:0:0:0:1:25:50]
descriptor_color_X
[OBJECT:DESCRIPTOR_COLOR]
entity_beast
[OBJECT:ENTITY]
[ENTITY:BEAST]
[CREATURE:BEASTENTITY]
[TRANSLATION:HORROR]
[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:REMAINING:EVIL]
[SELECT_SYMBOL:REMAINING:ARTIFICE]
[SELECT_SYMBOL:REMAINING:DEATH]
[CULL_SYMBOL:ALL:DOMESTIC]
[CULL_SYMBOL:ALL:FLOWERY]
[CULL_SYMBOL:ALL:HOLY]
[CULL_SYMBOL:ALL:PEACE]
[CULL_SYMBOL:ALL:NEGATOR]
[CULL_SYMBOL:ALL:GOOD]
[INDOOR_FARMING]
[ABUSE_BODIES]
[SPHERE_ALIGNMENT:WAR:512]
[ART_FACET_MODIFIER:GOOD:0]
[ART_FACET_MODIFIER:EVIL:512]
[FRIENDLY_COLOR:0:0:1]
[SETTLEMENT_BIOME:NOT_FREEZING]
[DEFAULT_SITE_TYPE:TREE_CITY]
[LIKES_SITE:CAVE_DETAILED]
[LIKES_SITE:TREE_CITY]
[TOLERATES_SITE:CAVE_DETAILED]
[START_BIOME:ANY_LAND]
[BIOME_SUPPORT:ANY_LAND]
[PROGRESS_TRIGGER_POPULATION:1]
[PROGRESS_TRIGGER_PRODUCTION:1]
[PROGRESS_TRIGGER_TRADE:1]
[PROGRESS_TRIGGER_POP_SIEGE:1]
[PROGRESS_TRIGGER_PROD_SIEGE:1]
[PROGRESS_TRIGGER_TRADE_SIEGE:1]
[ACTIVE_SEASON:SPRING]
[ACTIVE_SEASON:SUMMER]
[ACTIVE_SEASON:AUTUMN]
[ACTIVE_SEASON:WINTER]
[MAX_STARTING_CIV_NUMBER:15]
[MAX_POP_NUMBER:20000]
[MAX_SITE_POP_NUMBER:2000]
[ITEM_THIEF]
[SIEGER][AMBUSHER]
[ETHIC:KILL_ENTITY_MEMBER:NOT_APPLICABLE]
[ETHIC:KILL_NEUTRAL:ACCEPTABLE]
[ETHIC:KILL_ENEMY:ACCEPTABLE]
[ETHIC:KILL_ANIMAL:ACCEPTABLE]
[ETHIC:KILL_PLANT:NOT_APPLICABLE]
[ETHIC:TORTURE_AS_EXAMPLE:NOT_APPLICABLE]
[ETHIC:TORTURE_FOR_INFORMATION:NOT_APPLICABLE]
[ETHIC:TORTURE_FOR_FUN:NOT_APPLICABLE]
[ETHIC:TORTURE_ANIMALS:NOT_APPLICABLE]
[ETHIC:TREASON:NOT_APPLICABLE]
[ETHIC:OATH_BREAKING:NOT_APPLICABLE]
[ETHIC:LYING:NOT_APPLICABLE]
[ETHIC:VANDALISM:NOT_APPLICABLE]
[ETHIC:TRESPASSING:NOT_APPLICABLE]
[ETHIC:THEFT:ACCEPTABLE]
[ETHIC:ASSAULT:NOT_APPLICABLE]
[ETHIC:SLAVERY:NOT_APPLICABLE]
[ETHIC:EAT_SAPIENT_OTHER:ACCEPTABLE]
[ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]
[ETHIC:MAKE_TROPHY_SAME_RACE:NOT_APPLICABLE]
[ETHIC:MAKE_TROPHY_SAPIENT:NOT_APPLICABLE]
[ETHIC:MAKE_TROPHY_ANIMAL:NOT_APPLICABLE]
[POSITION:MONARCH]
[NAME_MALE:horde lord:horde lords]
[NAME_FEMALE:horde lord:horde lords]
[NUMBER:1]
[SUCCESSION:BY_HEIR]
[RESPONSIBILITY:MILITARY_GOALS]
[RESPONSIBILITY:BUILD_MORALE]
[PRECEDENCE:1]
[RULES_FROM_LOCATION]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[EXPORTED_IN_LEGENDS]
[COLOR:0:0:1]
[DUTY_BOUND]
Alright, so I have one last issue before I can release the current version of my mod. My beast entity isn't spawning right. The creature seems to be working fine, as are the "unorganized" wild creatures. Dunno if it's because of the numbers or what. The only thing the error logs give is a few possibly no-longer used words being present in thier "language."What do you mean by not spawning right? Are they appearing and then dying out? Not spreading? Are they just straight up not appearing?
my creature will act normally then just stop moving all the sudden anyone know why?Post the RAWs. Can't do much to help otherwise.
It does return a creature ID if you use it with script-environment. I think I may be using a custom spawn-unit version for that, though. See Sparking's shadow-dragon script.Thanks, I'll check that out when I get a chance.
Is there a clean way to add [STANCE] tags to all of a Giant octopus's tentacles so that it can use some standard walking gaits
Is there a clean way to add [STANCE] tags to all of a Giant octopus's tentacles so that it can use some standard walking gaits
The tentacles use the 8_SIMPLE_HEAD_ARMS entry in body_default, you can stick it on em there. You also probably want to remove IMMOBILE_LAND from the creature def.
A transformation effect comes to mind. Units are fully healed upon a transformation. Though making it work only when mortally wounded may be a bit tricky. You can set it to turn on when they flee from battle, at the least.How would that work? I want to have my Time Lords as a playable civ, and I haven't seen any player-controlled military retreat from battle unless you cancel the kill order or burrow them inside.
Is it possible to create body parts with custom tissue layers, such that a damaged organ would release syndrome material? That way a vital organ (such as a heart) could trigger the regeneration effect when damaged.This wiki link might help (http://dwarffortresswiki.org/index.php/DF2014:Creature_token#TISSUE_LAYER_UNDER)
Thanks! That's exactly what I was looking for.Is it possible to create body parts with custom tissue layers, such that a damaged organ would release syndrome material? That way a vital organ (such as a heart) could trigger the regeneration effect when damaged.This wiki link might help (http://dwarffortresswiki.org/index.php/DF2014:Creature_token#TISSUE_LAYER_UNDER)
[SYNDROME]
[SYN_NAME:regeneration]
[SYN_AFFECTED_CREATURE:TIMELORD:MALE]
[SYN_INHALED]
[SYN_CONTACT]
[CE_BODY_TRANSFORMATION:PROB:10:START:1] --10% chance of changing gender
[CE:CREATURE:TIMELORD:FEMALE_DEPLETED]
[CE_BODY_TRANSFORMATION:PROB:100:START:1]
[CE:CREATURE:TIMELORD:MALE_DEPLETED]
There's a duplicate syndrome for the opposite gender, of course. Would this work as intended?
I'm having an issue with a Sangheili fortress mod. Recently a migrant wave with babies came, and nobody fed them, so they all dehydrated. They weren't orphans, and there is plenty of food and water. It may be an issue with the fact that they lay eggs, or the clutch size that they have. Here's the creature, in case I'm missing something else that's obvious.Dwarf Fortress probably isn't smart enough to tell that they're still babies since no DF race has the baby stage for that long; it's normally one year (0) while your babies go up to 14 years old. Try changing the token to [BABY:0] and see if that helps. My point is that babies shouldn't be arriving with migrants in the first place, as migrants are coded to run to your base and nothing else; babies aren't physically capable of walking there. Or at least, that's how it used to be; if 40.x changed things with that, I don't know what's going on. And if the babies were being carried and made it into the fortress (instead of staying outside starving) then I really don't know what's going on.
-snip-
[BABY:13]
-snip-
I'm having an issue with a Sangheili fortress mod. Recently a migrant wave with babies came, and nobody fed them, so they all dehydrated. They weren't orphans, and there is plenty of food and water. It may be an issue with the fact that they lay eggs, or the clutch size that they have. Here's the creature, in case I'm missing something else that's obvious.Dwarf Fortress probably isn't smart enough to tell that they're still babies since no DF race has the baby stage for that long; it's normally one year (0) while your babies go up to 14 years old.
-snip-
[BABY:13]
-snip-
You've also got an incorrect usage of "it's." *shiver*
The extremely long child phase and sheer number of them will promote danger rooms or other ways to get rid of them (or outright abortion through egg destruction).
Lack of PROFESSION_NAME tokens means you may be having "hammerman" Sangheili. Ex. [PROFESSION_NAME:HAMMERMAN:hammerseng]
I'm not sure if this is the correct place to place this, but ah well.The mother can leave briefly, but if you want to go all belt-and-suspenders about it just stockpile some food and booze adjacent to the nestbox, and maybe even put a table there. Not sure if the game is smart enough to treat the nestbox as a chair, so you might need one of those too.
So, I've been managing a rather successful fortress of egg-laying aliens. But recently I've been having trouble breeding them, and I've no idea how to successfully do so. It is said that the mother of the eggs can not leave the nest box, but I'm afraid they might dehydrate if I force them to stay in the egg room, and they can't move to a stockpile of booze. I'm sure there are multiple other issues that I should know of, and I could use suggestions on this.
Apologies if this is the wrong forum/subforum/thread.
I'm not sure if this is the correct place to place this, but ah well.The mother can leave briefly, but if you want to go all belt-and-suspenders about it just stockpile some food and booze adjacent to the nestbox, and maybe even put a table there. Not sure if the game is smart enough to treat the nestbox as a chair, so you might need one of those too.
So, I've been managing a rather successful fortress of egg-laying aliens. But recently I've been having trouble breeding them, and I've no idea how to successfully do so. It is said that the mother of the eggs can not leave the nest box, but I'm afraid they might dehydrate if I force them to stay in the egg room, and they can't move to a stockpile of booze. I'm sure there are multiple other issues that I should know of, and I could use suggestions on this.
Apologies if this is the wrong forum/subforum/thread.
The bigger danger to egg-layers is Urist McFoodhauler. Forbid the eggs from the kitchens menu and the food stockpiles, and some locked doors and/or burrows may be in order.
I feel like an idiot, thanks.DF wasn't designed for egg-laying citizens, and it's a wonder it can work at all let alone being within a mile of intuitive.
Glad I didn't keep them in the empty room hoping they wouldn't dehydrate before summer.That world had better have some seriously awesome Mother's Day presents.
Can I have a vermin extract like a fire snake's extract, but have that make a dye? I'd like to make a purple dye come from a type of slug, historically purple dye came from slug poop.While I am not sure if you can do as you ask, I am quite sure you can always make a reaction to turn the extract into dye.
try using the black powder firearms mod for inspiration too, those are good attacks for a Dalek. Also, try making a cyberman race too. Let's see how many Daleks it takes to take out them all.Cybermen were present in the same mod I got the base Daleks from, though both races are having their armor separated from their bodies; Daleks will be able to wear lower-tier metals than Dalekanium (and upgrade to candy later), and I have ideas for Cybermen to be able to wear wood armor like one did in that one christmas special. Though the races won't be totally accurate that way, I figured they would be more interesting to play in fort mode, which is the idea. Once they're finalized with unique weapons, buildings, and other various stuff, I may release a Doctor Who conversion mod!
try using the black powder firearms mod for inspiration too, those are good attacks for a Dalek. Also, try making a cyberman race too. Let's see how many Daleks it takes to take out them all.Have the Daleks spit out electric stuff from their plunger, causing blisters, necrosis, numbness, pain, nausea, unconsciousness. Do your Daleks fly? High endurance attribute.
Daleks don't shoot beams from their plungers; it's the gunstick that does it. Plungers are for suckering. At any rate, I've been considering using a variety of different gunsticks with different effects, with necrosis being one of the top-tier versions. I'm looking into using DFHack's item reaction system to remove the need for clumsy ammunition.try using the black powder firearms mod for inspiration too, those are good attacks for a Dalek. Also, try making a cyberman race too. Let's see how many Daleks it takes to take out them all.Have the Daleks spit out electric stuff from their plunger, causing blisters, necrosis, numbness, pain, nausea, unconsciousness. Do your Daleks fly? High endurance attribute.
Cybermen should be strong enough to punch through walls. Slow attack, easy to dodge. High strength & endurance attribute.
Seems I ran into a nuanced relationship between marriage and the MAXAGE creature token. From my observations, castes that lack the tag will never marry castes that do have it no matter their orientation/personality. So far, I've only reproduced this with a basic MALE/FEMALE caste creature during worldgen. No idea what would happen with creatures that have more castes than that, nor if this applies at fortress level.That's interesting. So immortal castes don't marry mortal ones? Ohh, I get it now, the immortal ones are descended from
EDIT: Made a quick test with modded humans. 1 FEMALE/MAXAGE caste, 1 MALE/MAXAGE caste, 1 FEMALE/no MAXAGE caste, and 1 MALE/no MAXAGE caste. A brief look in legends did indeed show a strict divide among the MAXAGE/no MAXAGE categories when it came to marriage.
entity_naukan
[OBJECT:ENTITY]
[CREATURE:NAUKAN]
[TRANSLATION:NAUKANIC]
[DIGGER:ITEM_WEAPON_PICK]
[WEAPON:ITEM_WEAPON_AXE_TRAINING]
[WEAPON:ITEM_WEAPON_SWORD_TRAINING]
[WEAPON:ITEM_WEAPON_SPEAR_TRAINING]
[WEAPON:ITEM_WEAPON_HAMMER_TRAINING]
[WEAPON:ITEM_WEAPON_MACE_TRAINING]
[WEAPON:ITEM_WEAPON_AXE_NAUKAN]
[WEAPON:ITEM_WEAPON_SWORD_NAUKAN]
[WEAPON:ITEM_WEAPON_HAMMER_NAUKAN]
[WEAPON:ITEM_WEAPON_PIKE_NAUKAN]
[WEAPON:ITEM_WEAPON_SPEAR_NAUKAN]
[WEAPON:ITEM_WEAPON_MACE_NAUKAN]
[WEAPON:ITEM_WEAPON_PIKE_NAUKAN]
[ARMOR:ITEM_ARMOR_CLOAK:FORCED]
[ARMOR:ITEM_ARMOR_ICE:FORCED]
[HELM:ITEM_HELM_ICE:FORCED]
[PANTS:ITEM_PANTS_ICE:FORCED]
[GLOVES:ITEM_GLOVES_ICE:FORCED]
[SHOES:ITEM_SHOES_ICE:FORCED]
[ITEM_SHOES_ICE_CIVVIE:FORCED]
[SHIELD:ITEM_SHIELD_ICE]
[ARMOR:ITEM_ARMOR_COAT:FORCED]
[ARMOR:ITEM_ARMOR_SHIRT:FORCED]
[HELM:ITEM_HELM_HOOD:FORCED]
[PANTS:ITEM_PANTS_PANTS:FORCED]
[PANTS:ITEM_PANTS_LOINCLOTH:FORCED]
[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_MINIFORGE]
[TOY:ITEM_TOY_ELF]
[TOY:ITEM_TOY_SOLDIER]
[TOY:ITEM_TOY_SWORD]
[INSTRUMENT:ITEM_INSTRUMENT_FLUTE]
[INSTRUMENT:ITEM_INSTRUMENT_TRUMPET]
[INSTRUMENT:ITEM_INSTRUMENT_HARP]
[INSTRUMENT:ITEM_INSTRUMENT_DRUM]
[INSTRUMENT:ITEM_INSTRUMENT_PICCOLO]
[INSTRUMENT:ITEM_INSTRUMENT_HORN
[TOOL:ITEM_TOOL_NEST_BOX]
[TOOL:ITEM_TOOL_JUG]
[TOOL:ITEM_TOOL_LARGE_POT]
[TOOL:ITEM_TOOL_HIVE]
[TOOL:ITEM_TOOL_MINECART]
[TOOL:ITEM_TOOL_WHEELBARROW]
[TOOL:ITEM_TOOL_STEPLADDER]
[CLOTHING]
[SUBTERRANEAN_CLOTHING]
[CURRENCY_BY_YEAR]
[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:REMAINING:ARTIFICE]
[SELECT_SYMBOL:REMAINING:EARTH]
[CULL_SYMBOL:ALL:DOMESTIC]
[CULL_SYMBOL:ALL:SUBORDINATE]
[CULL_SYMBOL:ALL:EVIL]
[CULL_SYMBOL:ALL:FLOWERY]
[CULL_SYMBOL:ALL:NEGATIVE]
[CULL_SYMBOL:ALL:UGLY]
[CULL_SYMBOL:ALL:NEGATOR]
[METAL_PREF]
[GEM_PREF]
[STONE_PREF]
[OUTDOOR_WOOD]
[INDOOR_WOOD]
[INDOOR_FARMING]
[OUTDOOR_GARDENS]
[INDOOR_GARDENS]
[USE_ANIMAL_PRODUCTS]
[COMMON_DOMESTIC_PACK]
[COMMON_DOMESTIC_PULL]
[COMMON_DOMESTIC_MOUNT]
[COMMON_DOMESTIC_PET]
[USE_CAVE_ANIMALS]
[USE_EVIL_ANIMALS]
[USE_MISC_PROCESSED_WOOD_PRODUCTS]
[EQUIPMENT_IMPROVEMENTS]
[ART_IMAGE_ELEMENT_MODIFIER:PLANT:64]
[ART_IMAGE_ELEMENT_MODIFIER:TREE:64]
[ITEM_IMPROVEMENT_MODIFIER:RINGS_HANGING:64]
[ITEM_IMPROVEMENT_MODIFIER:BANDS:384]
[ITEM_IMPROVEMENT_MODIFIER:SPIKES:384]
[ADVENTURE_TIER:3]
[FRIENDLY_COLOR:1:0:1]
[DEFAULT_SITE_TYPE:CAVE_DETAILED]
[EXCLUSIVE_START_BIOME:TUNDRA]
[SETTLEMENT_BIOME:GLACIER]
[SETTLEMENT_BIOME:TUNDRA]
[SETTLEMENT_BIOME:TAIGA]
[BIOME_SUPPORT:TAIGA:1]
[BIOME_SUPPORT:MOUNTAIN:3]
[BIOME_SUPPORT:GLACIER]
[BIOME_SUPPORT:TUNDRA]
[DIPLOMAT_BODYGUARDS]
[MERCHANT_BODYGUARDS]
[ACTIVE_SEASON:WINTER]
[ACTIVE_SEASON:SPRING]
[ACTIVE_SEASON:AUTUMN]
[ACTIVE_SEASON:SUMMER]
[SIEGER]
[MAX_STARTING_CIV_NUMBER:10]
[MAX_POP_NUMBER:10000]
[MAX_SITE_POP_NUMBER:120]
[RELIGION:PANTHEON]
[RELIGION_SPHERE:FORTRESSES]
[RELIGION_SPHERE:HUNTING]
[RELIGION_SPHERE:METALS]
[RELIGION_SPHERE:MINERALS]
[RELIGION_SPHERE:MOUNTAINS]
[RELIGION_SPHERE:FISHING]
[RELIGION_SPHERE:OCEANS]
[RELIGION_SPHERE:RIVERS]
[RELIGION_SPHERE:SKY]
[RELIGION_SPHERE:DUSK]
[BEAST_HUNTER]
[SCOUT][ITEM_THIEF]
[VALUE:LAW:30]
[VALUE:LOYALTY:30]
[VALUE:FAMILY:30]
[VALUE:FRIENDSHIP:30]
[VALUE:POWER:0]
[VALUE:TRUTH:30]
[VALUE:CUNNING:0]
[VALUE:ELOQUENCE:0]
[VALUE:FAIRNESS:15]
[VALUE:DECORUM:0]
[VALUE:TRADITION:20]
[VALUE:ARTWORK:15]
[VALUE:COOPERATION:15]
[VALUE:INDEPENDENCE:5]
[VALUE:STOICISM:5]
[VALUE:INTROSPECTION:0]
[VALUE:SELF_CONTROL:10]
[VALUE:TRANQUILITY:10]
[VALUE:HARMONY:0]
[VALUE:MERRIMENT:0]
[VALUE:CRAFTSMANSHIP:50]
[VALUE:MARTIAL_PROWESS:50]
[VALUE:SKILL:30]
[VALUE:HARD_WORK:30]
[VALUE:SACRIFICE:0]
[VALUE:COMPETITION:0]
[VALUE:PERSEVERANCE:5]
[VALUE:LEISURE_TIME:5]
[VALUE:COMMERCE:0]
[VALUE:ROMANCE:0]
[VALUE:NATURE:0]
[VALUE:PEACE:5]
[PERMITTED_JOB:MINER]
[PERMITTED_JOB:CARPENTER]
[PERMITTED_JOB:BOWYER]
[PERMITTED_JOB:WOODCUTTER]
[PERMITTED_JOB:ENGRAVER]
[PERMITTED_JOB:MASON]
[PERMITTED_JOB:ANIMAL_CARETAKER]
[PERMITTED_JOB:ANIMAL_TRAINER]
[PERMITTED_JOB:HUNTER]
[PERMITTED_JOB:TRAPPER]
[PERMITTED_JOB:ANIMAL_DISSECTOR]
[PERMITTED_JOB:FURNACE_OPERATOR]
[PERMITTED_JOB:WEAPONSMITH]
[PERMITTED_JOB:ARMORER]
[PERMITTED_JOB:BLACKSMITH]
[PERMITTED_JOB:METALCRAFTER]
[PERMITTED_JOB:GEM_CUTTER]
[PERMITTED_JOB:GEM_SETTER]
[PERMITTED_JOB:WOODCRAFTER]
[PERMITTED_JOB:STONECRAFTER]
[PERMITTED_JOB:LEATHERWORKER]
[PERMITTED_JOB:BONE_CARVER]
[PERMITTED_JOB:WEAVER]
[PERMITTED_JOB:CLOTHIER]
[PERMITTED_JOB:GLASSMAKER]
[PERMITTED_JOB:STRAND_EXTRACTOR]
[PERMITTED_JOB:FISHERMAN]
[PERMITTED_JOB:FISH_DISSECTOR]
[PERMITTED_JOB:FISH_CLEANER]
[PERMITTED_JOB:CHEESE_MAKER]
[PERMITTED_JOB:MILKER]
[PERMITTED_JOB:SHEARER]
[PERMITTED_JOB:SPINNER]
[PERMITTED_JOB:GELDER]
[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_BUILDING:DISPLAY_CASE]
[PERMITTED_BUILDING:SPECIALWEAPONS]
[PERMITTED_REACTION:STRONGAXE]
[PERMITTED_REACTION:STRONGSWORD]
[PERMITTED_REACTION:HEAVYMACEA]
[PERMITTED_REACTION:HEAVYHAMMERA]
[PERMITTED_REACTION:HEAVYMACEB]
[PERMITTED_REACTION:HEAVYHAMMERB]
[PERMITTED_REACTION:TAN_A_HIDE]
[PERMITTED_REACTION:RENDER_FAT]
[PERMITTED_REACTION:MAKE_SOAP_FROM_TALLOW]
[PERMITTED_REACTION:MAKE_SOAP_FROM_OIL]
[PERMITTED_REACTION:MAKE_PEARLASH]
[PERMITTED_REACTION:MAKE_PLASTER_POWDER]
[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:PRESS_OIL_FRUIT]
[PERMITTED_REACTION:MAKE_CLAY_HIVE]
[PERMITTED_REACTION:PRESS_HONEYCOMB]
[PERMITTED_REACTION:MAKE_WAX_CRAFTS]
[PERMITTED_REACTION:BREW_DRINK_FROM_PLANT]
[PERMITTED_REACTION:BREW_DRINK_FROM_PLANT_GROWTH]
[PERMITTED_REACTION:MAKE_MEAD]
[PERMITTED_REACTION:PROCESS_PLANT_TO_BAG]
[PERMITTED_REACTION:BITUMINOUS_COAL_TO_COKE]
[PERMITTED_REACTION:LIGNITE_TO_COKE]
[PERMITTED_REACTION:BRASS_MAKING]
[PERMITTED_REACTION:BRASS_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:NICKEL_SILVER_MAKING]
[PERMITTED_REACTION:BLACK_BRONZE_MAKING]
[PERMITTED_REACTION:STERLING_SILVER_MAKING]
[PERMITTED_REACTION:ROSE_GOLD_MAKING]
[PERMITTED_REACTION:ADAMANTINE_WAFERS]
[PERMITTED_REACTION:YETIMETAL]
[WORLD_CONSTRUCTION:TUNNEL]
[WORLD_CONSTRUCTION:BRIDGE]
[WORLD_CONSTRUCTION:ROAD]
[ETHIC:KILL_ENTITY_MEMBER:PUNISH_EXILE]
[ETHIC:KILL_NEUTRAL:ACCEPTABLE]
[ETHIC:KILL_ENEMY:ACCEPTABLE]
[ETHIC:KILL_ANIMAL:ACCEPTABLE]
[ETHIC:KILL_PLANT:ACCEPTABLE]
[ETHIC:TORTURE_AS_EXAMPLE:UNTHINKABLE]
[ETHIC:TORTURE_FOR_INFORMATION:UNTHINKABLE]
[ETHIC:TORTURE_FOR_FUN:UNTHINKABLE]
[ETHIC:TORTURE_ANIMALS:UNTHINKABLE]
[ETHIC:TREASON:PUNISH_CAPITAL]
[ETHIC:OATH_BREAKING:PUNISH_CAPITAL]
[ETHIC:LYING:PERSONAL_MATTER]
[ETHIC:VANDALISM:PUNISH_SERIOUS]
[ETHIC:TRESPASSING:PUNISH_CAPITAL]
[ETHIC:THEFT:PUNISH_SERIOUS]
[ETHIC:ASSAULT:PUNISH_SERIOUS]
[ETHIC:SLAVERY:NOT_APPLICABLE]
[ETHIC:EAT_SAPIENT_OTHER:ACCEPTABLE]
[ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]
[ETHIC:MAKE_TROPHY_SAME_RACE:ACCEPTABLE]
[ETHIC:MAKE_TROPHY_SAPIENT:ACCEPTABLE]
[ETHIC:MAKE_TROPHY_ANIMAL:ACCEPTABLE]
[POSITION:LEADER]
[NAME_MALE:Nau-Naukan:Nau-Naukan]
[NAME_FEMALE:Nau-Naukani:Nau-Naukani]
[NUMBER:1]
[SPOUSE_MALE:Tarik-Naukan:Tarik-Naukan]
[SPOUSE_FEMALE:Tarik-Naukani:Tarik-Naukani]
[SQUAD:10:Hold Guard:Hold Guards]
[SUCCESSION:BY_HEIR]
[RESPONSIBILITY:LAW_MAKING]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[RESPONSIBILITY:MILITARY_GOALS]
[PRECEDENCE:1]
[SPECIAL_BURIAL]
[RULES_FROM_LOCATION]
[MENIAL_WORK_EXEMPTION]
[MENIAL_WORK_EXEMPTION_SPOUSE]
[SLEEP_PRETENSION]
[PUNISHMENT_EXEMPTION]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[EXPORTED_IN_LEGENDS]
[DETERMINES_COIN_DESIGN]
[COLOR:5:0:1]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[DEMAND_MAX:10]
[MANDATE_MAX:5]
[REQUIRED_BOXES:10]
[REQUIRED_CABINETS:5]
[REQUIRED_RACKS:5]
[REQUIRED_STANDS:5]
[REQUIRED_OFFICE:10000]
[REQUIRED_BEDROOM:10000]
[REQUIRED_DINING:10000]
[REQUIRED_TOMB:10000]
[POSITION:BATTLELEADER]
[NAME:War Leader:War Leader]
[NUMBER:3]
[SQUAD:5:Honor Guard:Honor Guards]
[APPOINTED_BY:LEADER]
[RESPONSIBILITY:MILITARY_STRATEGY]
[COMMANDER:LIEUTENANT:ALL]
[PRECEDENCE:50]
[SPECIAL_BURIAL]
[MENIAL_WORK_EXEMPTION]
[SLEEP_PRETENSION]
[PUNISHMENT_EXEMPTION]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[ACCOUNT_EXEMPT]
[DEMAND_MAX:2]
[REQUIRED_BOXES:2]
[REQUIRED_CABINETS:1]
[REQUIRED_RACKS:3]
[REQUIRED_STANDS:3]
[REQUIRED_OFFICE:500]
[REQUIRED_BEDROOM:250]
[REQUIRED_DINING:250]
[REQUIRED_TOMB:1]
[POSITION:PATROLLER]
[NAME:Captain:Captain]
[NUMBER:AS_NEEDED]
[SQUAD:10:ranger:rangers]
[RESPONSIBILITY:ATTACK_ENEMIES]
[RESPONSIBILITY:PATROL_TERRITORY]
[APPOINTED_BY:GENERAL]
[PRECEDENCE:200]
[DO_NOT_CULL]
[DUTY_BOUND]
[STONE_SHAPE:OVAL_CABOCHON]
[GEM_SHAPE:OVAL_CABOCHON]
creature_naukan
[OBJECT:CREATURE]
[CREATURE:NAUKAN]
[DESCRIPTION:A large ape-like creature with white fur that makes its home in the colder reaches of the world. They are prone to violent fear of outsiders and will attack anyone who settles too close to thier icey fortresses.]
[NAME:naukan:naukani:naukanic]
[CASTE_NAME:naukan:naukani:naukanic]
[CREATURE_TILE:'N'][COLOR:7:0:1]
[CHILD:8][BABY:1]
[INTELLIGENT]
[LARGE_ROAMING][DIFFICULTY:2]
[FREQUENCY:1]
[BUILDINGDESTROYER:2]
[LIKES_FIGHTING]
[FANCIFUL][NOFEAR]
[NOPAIN]
[GRASSTRAMPLE:0]
[BONECARN]
[PREFSTRING:white fur]
[PREFSTRING:isolationism]
[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:TONGUE:FACIAL_FEATURES:TEETH:RIBCAGE]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[SELECT_TISSUE:HAIR]
[INSULATION:300]
[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:FINGER:NAIL:FRONT]
[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_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]
[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:0:0:20000]
[BODY_SIZE:1:168:100000]
[BODY_SIZE:20:0:300000]
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[MAXAGE:800:1000]
[APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:900:711:521:293:1900:2900] 30 kph
[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:6561:6115:5683:1755:7456:8567] 5 kph
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:6561:6115:5683:1755:7456:8567] 5 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:punch:punches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:FINGER:NAIL]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:scratch:scratches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_CANLATCH]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[PROFESSION_NAME:CRAFTSMAN:craftshaper:craftshapers]
[PROFESSION_NAME:FISHERMAN:fish-hunter:fish-hunters]
[PROFESSION_NAME:HAMMERMAN:Acatatz-nela:Acatatz-nela]
[PROFESSION_NAME:SPEARMAN:Allatz-nela:Allatz-nela]
[PROFESSION_NAME:AXEMAN:Mauna-nela:Mauna-nela]
[PROFESSION_NAME:SWORDSMAN:Taratz-nela:Taratz-nela]
[PROFESSION_NAME:MACEMAN:Nemak-nela:Nemak-nela]
[PROFESSION_NAME:PIKEMAN:Yavatz-nela:Yavatz-nela]
[PROFESSION_NAME:MASTER_HAMMERMAN:Acatatz-naukana:Acatatz-naukana]
[PROFESSION_NAME:MASTER_SPEARMAN:Mauna-naukana:Mauna-naukana]
[PROFESSION_NAME:MASTER_SWORDSMAN:Taratz-naukana:Taratz-naukana]
[PROFESSION_NAME:MASTER_MACEMAN:Nemak-nela:Nemak-naukana:Nemak-nela:Nemak-naukana]
[PROFESSION_NAME:MASTER_PIKEMAN:Yavatz-naukana:Yavatz-naukana]
[PROFESSION_NAME:THIEF:Scout:Scouts]
[PROFESSION_NAME:MASTER_THIEF:Pathfinder:Pathfinders]
[EQUIPS]
[CANOPENDOORS]
[ALL_ACTIVE]
[HOMEOTHERM:10067]
[SWIMS_INNATE][SWIM_SPEED:2500]
[CASTE:FEMALE]
[FEMALE]
[LITTER_SIZE:2:2]
[CASTE:MALE]
[MALE]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:ALL:HAIR]
[TL_COLOR_MODIFIER:WHITE:1:SILVER:1:GRAY:1:ASH_GRAY:1]
[TLCM_NOUN:hair:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER:WHITE:1]
[TLCM_NOUN:skin:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:IRIS_EYE_AZURE:1:BLUE:1:INDIGO:1:PLUM:1:TEAL:1]
[TLCM_NOUN:eyes:PLURAL]
[SELECT_MATERIAL:ALL]
[MULTIPLY_VALUE:3]
@Splint
You didn't define the entity. Add [ENTITY:****] somewhere below [OBJECT:ENTITY], replacing the asterisks for whatever name you want of course.
For some reason in the entity files, PLAYER_FORTRESS is a functional site tag but no one uses them, not even Dwarves. Can setting the Goblins to only have a preference for player fortresses aid with the Siege drought in 40.24?I think fortress defense would be the mod to try this out with.
setting [LIKES_SITE:PLAYER_FORTRESS] and removing all other preferences, even tolerance for an Entity's own default site, got me *a* siege in 40.24 at least. I don't know if that was just astronomical odds that I happened to get my only siege in six RL months with 40.24 while using those modded raws or not. Could never get it to happen again, but I haven't been playing DF much since then.
Some independent testing would be nice to have, I'd like to know if I'm going crazy or not. :P
When using LIQUID_GLOB material emission interactions, how to prevent lag-inducing "floating" particles that just stick around after hitting something? I want to have a shot that activates a syndrome when hitting the target but this is getting in the way.Anyone else know how to solve this? I can tell it's happening because DFHack shows them in the mouseover list, and FPS *does* decrease dramatically when there's enough of them. They're invisible, immune to targeting, are not considered units, and can't be removed through any method I have employed.
Spoiler (click to show/hide)
And for modders who are deciding their new creature's speed, my gathered animal speed data: some are burst speed, some sustained speed.Spoiler (click to show/hide)
the first will work
[POWER]Is that still in use? Doesn't seem to appear anywhere in vanilla anymore.
Is there a list of the building names? I want to add reactions to buildings that aren't listed anywhere in the raws, and just putting in the name hasn't made it appear. (But putting into Smelter or the Crafts workshop is working fine...)Here. (http://dwarffortresswiki.org/index.php/DF2014:Reaction#Building)
I'm pretty sure it disappeared from vanilla a long time ago while still working. I'm also pretty certain it still works, but it has become rarer for powers to take over civilizations. Also, there's a bug where the power is attacked by adventurers if it's a megabeast (night creature powers aren't).[POWER]Is that still in use? Doesn't seem to appear anywhere in vanilla anymore.
Has anyone tried to mod Driftwood?
Has anyone tried to mod Driftwood?
For some reason in the entity files, PLAYER_FORTRESS is a functional site tag but no one uses them, not even Dwarves. Can setting the Goblins to only have a preference for player fortresses aid with the Siege drought in 40.24?that's might because dwarves have 2 sites for adventure mode one is a mountainhome and another is an entrance to the caverns and mountainhomes.
setting [LIKES_SITE:PLAYER_FORTRESS] and removing all other preferences, even tolerance for an Entity's own default site, got me *a* siege in 40.24 at least. I don't know if that was just astronomical odds that I happened to get my only siege in six RL months with 40.24 while using those modded raws or not. Could never get it to happen again, but I haven't been playing DF much since then.
Some independent testing would be nice to have, I'd like to know if I'm going crazy or not. :P
Has anyone tried to mod Driftwood?
I thought it turned up on beaches, but was useles??
A creature might do. That threw itself towards players/land, then drowned in the open, leaveing a wooden corpse.
The [BODY:x] tag looks for body parts within the body file and adds ones that match the arguments given in the tag, so just slapping in 2WINGS should be fine. Just be careful of the order that you put the body arguments in, as they are added to the creature in the same order as the arguments the tag has. To explain, if a [BODY] tag had a part come before another part that the first part relies on, such as a hand being defined before an arm, then the hand would not be able to be attached as the arm does not yet exist for it to attach to.
Also, REMOVE_MATERIAL removes the material from the creature completely. You would either have to add the feathers/hair to each body part manually, or you would have to create a new body detail plan that does that.
because you can't make a mod making use of it and it isn't in the raws
Try starting with a Sponge Man, but made from a material that is edible raw. Then see if your adventurer can eat the corpse. If not, you'll need to figure out an edible corpse item such as the fruit of a plant with no natural biomes.
In looking at modifying items to reduce clutter, could one make an item that takes up multiple body slots? Like [underwear] that acts as Loincloth & Socks, or [peasant outfit] that acts as Leggings, Tunic, Socks and Shoes? Just getting back into modding and haven't done items before, so thanks~
I believe this short video will accurately represent my anger at being unable to apparently see little things like that. (https://www.youtube.com/watch?v=SAxzahvUgyo)
Thank you for the help. Even has the right amount of time as I scan and see the problem.
I get the basic gist of modding, but I really don't know how to mod in gummy bears, like how to mod the skin to be made of gummy material, so that my adventurer can eat it. And if you want to ask why gummy bears... Because gummy bears dammit :D
Basically, I really don't know how all the ligaments and bones and such fit in the creature record sheet.
I get the basic gist of modding, but I really don't know how to mod in gummy bears, like how to mod the skin to be made of gummy material, so that my adventurer can eat it. And if you want to ask why gummy bears... Because gummy bears dammit :D
Basically, I really don't know how all the ligaments and bones and such fit in the creature record sheet.
What I'd do, would be to look at the modding guide on the wiki, where they break down how creature raws are assembled, they look at the bronze colosssus. Since they replace every tissue and material and all that with bronze, just do the same, with "gummy" and make some gummy material, just take bear raws and use the same tricks used to make the bronze colossus bronze!
As for the gummy material, I'd recommend just using physical characteristics of Gelatin, which is the gelling agent primarily used in gummies. In fact, gelatin blocks are used to simulate human flesh for ballistics testing! You might have seen this on Mythbusters. So its a stretch, but you could default to using human flesh material properties if you cannot find more accurate numbers.
I'm still a noob though... not sure if this helps.
With the way the system is set up and items are categorized, it is not possible to make an article of clothing that acts as multiple types.
Upper body pieces of clothing are defined by beginning with the [ITEM_ARMOR:ID] tag, while lower body items are [ITEM_PANTS:ID], feet are [ITEM_SHOES:ID], and so on.
The bare minimum that a creature needs to wear to avoid negative thoughts is something on its upper body, something on its lower body, and something for each [STANCE]-type body part it has. Creatures do not care about the coverage that a piece of clothing has. Otherwise the only thing that people would make their non-military wear would just be simple robes.
Is there a way to ensure that worldgen civs have access to materials (and therefore items made from them) sourced from reactions? I want my worldgen elves to have access to my modded infused wood, to make them less pathetic.That should be the default behavior. It's why your dwarves can always embark with a steel anvil even if there is no iron. Just be sure to put the PERMITTED_REACTION in the entity.
Hm. The reactions work just fine in Fortress Mode, but it seems that they can't use them in worldgen. Is there any particular reason behind this? The reactions require Furnace Operator; do they need access to the job as well?Try using a dummy reaction that can't be used in fort mode, like Deon does. To enforce that a civ has a certain material.
[REACTION:BLACK_BRONZE_ENFORCE]
[NAME:no reaction]
[BUILDING:PLACEHOLDER_WORKSHOP:NONE]
[REAGENT:100:1:BAR:NO_SUBTYPE:METAL:BLACK_BRONZE][PRODUCT_DIMENSION:150]
[REACTION:BRASS_INFUSING_PLACEHOLDER]
[NAME:fuse wood with brass (use ore)]
[BUILDING:PLACEHOLDER:NONE]
[PRODUCT:100:8:WOOD:NONE:PLANT_MAT:BRASSWOOD:WOOD]
Quick plant modding question: I'm trying to add saffron and I almost have it right but for some reason when the dwarves harvest it from a field they grab both the plant (crocus) and the "leaves" (saffron threads). I basically copied the Quarry Bush raws so I thought it would behave like a quarry bush, where they harvest ONLY the plant and then use up the plant processing the leaves to a bag. Does anyone know how I can make them not produce "leaves" when they harvest the plant? (the biome being underground is just to make them easier to test)I think it might be because Quarry Bushes and leaves are Linked through a Farmers workshop reaction,not sure if having a workshop reaction will prevent dwarves from picking leaves and plant,but if it doesn't you could take the threads off of the crocus, make a dummy plant with saffron threads and a reaction that turns a crocus into seeds and saffron threadsSpoiler (click to show/hide)
[REACTION:WOOD_CONE_HAMMER]
[NAME:make wooden cone hammer]
[BUILDING:CRAFTSMAN:NONE]
[REAGENT:A:1:WOOD:NONE:NONE:NONE]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_HAMMER_CONE:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:WOODCRAFT]
If I were to take a guess, I would say that it may be because it looks like you have an unnecessary NONE in the product line, between the item subtoken and the GET_MATERIAL_FROM_REAGENT argument.
If I were to take a guess, I would say that it may be because it looks like you have an unnecessary NONE in the product line, between the item subtoken and the GET_MATERIAL_FROM_REAGENT argument.
I took that out and no item showed up at all.
EDIT: Whoops, no, [PRODUCT:100:1:WEAPON:ITEM_WEAPON_HAMMER_CONE:GET_MATERIAL_FROM_REAGENT:WOOD:NONE] causes nothing to show up, [PRODUCT:100:1:WEAPON:ITEM_WEAPON_HAMMER_CONE:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE] works the same as before, just a cone hammer made of nothing.
Not a modding issue, per se, but is there a way to ensure civs appear without them overriding the default ones? My custom evil civilization, despite being restricted to starting in wetlands, manages to choke out all the default civs in worldgen and completely defeat why it exists in the first place. Meanwhile, the other custom civ that settles in glaciers is near-nonexistent, though I think I fixed part of that issue. ([BIOME_SUPPORT:GLACIER] instead of BIOME_SUPPORT:GLACIER:whatever])
[ENTITY:FALLEN]
[CREATURE:FALLEN]
[TRANSLATION:GOBLIN]
[INDIV_CONTROLLABLE]
[CIV_CONTROLLABLE]
[ADVENTURE_TIER:4]
[DIGGER:ITEM_WEAPON_PICK]
[WEAPON:ITEM_WEAPON_DAGGER_SHOCK]
[WEAPON:ITEM_WEAPON_SWORD_SHOCK]
[WEAPON:ITEM_WEAPON_RIFLE_SHOCK]
[AMMO:ITEM_AMMO_SHOCK]
[WEAPON:ITEM_WEAPON_RIFLE_LINE]
[AMMO:ITEM_AMMO_LINE]
[WEAPON:ITEM_WEAPON_PISTOL_SHOCK]
[AMMO:ITEM_AMMO_SHOCK]
[WEAPON:ITEM_WEAPON_CANNON_SHRAPNEL]
[AMMO:ITEM_AMMO_SHRAPNEL]
[WEAPON:ITEM_WEAPON_SWORD_SHORT_TRAINING]
[ARMOR:ITEM_ARMOR_BREASTPLATE:COMMON]
[ARMOR:ITEM_ARMOR_MAIL_SHIRT:COMMON]
[ARMOR:ITEM_ARMOR_SHIRT:COMMON]
[ARMOR:ITEM_ARMOR_CLOAK:COMMON]
[ARMOR:ITEM_ARMOR_VEST:COMMON]
[HELM:ITEM_HELM_HELM:COMMON]
[GLOVES:ITEM_GLOVES_GAUNTLETS:COMMON]
[GLOVES:ITEM_GLOVES_GLOVES:COMMON]
[SHOES:ITEM_SHOES_BOOTS:COMMON]
[SHOES:ITEM_SHOES_BOOTS_LOW:COMMON]
[SHOES:ITEM_SHOES_SOCKS:COMMON]
[SHOES:ITEM_SHOES_SHOES:UNCOMMON]
[PANTS:ITEM_PANTS_PANTS:COMMON]
[PANTS:ITEM_PANTS_GREAVES:COMMON]
[PANTS:ITEM_PANTS_LEGGINGS: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_MINIFORGE]
[INSTRUMENT:ITEM_INSTRUMENT_FLUTE]
[INSTRUMENT:ITEM_INSTRUMENT_DRUM]
[TOOL:ITEM_TOOL_NEST_BOX]
[TOOL:ITEM_TOOL_JUG]
[TOOL:ITEM_TOOL_LARGE_POT]
[TOOL:ITEM_TOOL_HIVE]
[TOOL:ITEM_TOOL_MINECART]
[TOOL:ITEM_TOOL_WHEELBARROW]
[TOOL:ITEM_TOOL_STEPLADDER]
[CLOTHING]
[SUBTERRANEAN_CLOTHING]
[CURRENCY_BY_YEAR]
[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:REMAINING:ARTIFICE]
[SELECT_SYMBOL:REMAINING:EARTH]
[CULL_SYMBOL:ALL:DOMESTIC]
[CULL_SYMBOL:ALL:SUBORDINATE]
[CULL_SYMBOL:ALL:FLOWERY]
[METAL_PREF]
[GEM_PREF]
[STONE_PREF]
[OUTDOOR_WOOD]
[INDOOR_WOOD]
[INDOOR_FARMING]
[OUTDOOR_GARDENS]
[INDOOR_GARDENS]
[USE_CAVE_ANIMALS]
[USE_ANIMAL_PRODUCTS]
[COMMON_DOMESTIC_PACK]
[COMMON_DOMESTIC_PULL]
[COMMON_DOMESTIC_MOUNT]
[COMMON_DOMESTIC_PET]
[USE_MISC_PROCESSED_WOOD_PRODUCTS]
[EQUIPMENT_IMPROVEMENTS]
[ART_IMAGE_ELEMENT_MODIFIER:PLANT:64]
[ART_IMAGE_ELEMENT_MODIFIER:TREE:64]
[ITEM_IMPROVEMENT_MODIFIER:SPIKES:384]
[ADVENTURE_TIER:3]
[FRIENDLY_COLOR:1:0:1]
[DEFAULT_SITE_TYPE:CITY]
[LIKES_SITE:CITY]
[LIKES_SITE:DARK_FORTRESS]
[LIKES_SITE:PLAYER_FORTRESS]
[TOLERATES_SITE:PLAYER_FORTRESS]
[TOLERATES_SITE:DARK_FORTRESS]
[TOLERATES_SITE:CITY]
[TOLERATES_SITE:CAVE_DETAILED]
[SETTLEMENT_BIOME:GLACIER]
[SETTLEMENT_BIOME:TUNDRA]
[START_BIOME:GLACIER]
[START_BIOME:TUNDRA]
[START_BIOME:ANY_DESERT]
[BIOME_SUPPORT:ALL_MAIN:2]
[BIOME_SUPPORT:GLACIER:5]
[BIOME_SUPPORT:TUNDRA:4]
[BIOME_SUPPORT:ANY_DESERT:3]
[PROGRESS_TRIGGER_POPULATION:1]
[PROGRESS_TRIGGER_PRODUCTION:1]
[PROGRESS_TRIGGER_TRADE:1]
[PROGRESS_TRIGGER_POP_SIEGE:3]
[PROGRESS_TRIGGER_PROD_SIEGE:0]
[PROGRESS_TRIGGER_TRADE_SIEGE:0]
[DIPLOMAT_BODYGUARDS]
[MERCHANT_BODYGUARDS]
[ACTIVE_SEASON:WINTER]
[SIEGER]
[ITEM_THIEF]
[AMBUSHER]
[MAX_STARTING_CIV_NUMBER:3]
[MAX_POP_NUMBER:10000]
[MAX_SITE_POP_NUMBER:120]
[RELIGION:PANTHEON]
[RELIGION_SPHERE:CHAOS]
[RELIGION_SPHERE:DARKNESS]
[RELIGION_SPHERE:JEWELS]
[RELIGION_SPHERE:METALS]
[RELIGION_SPHERE:WEALTH]
[RELIGION_SPHERE:DEATH]
[RELIGION_SPHERE:DISCIPLINE]
[RELIGION_SPHERE:HUNTING]
[RELIGION_SPHERE:STRENGTH]
[RELIGION_SPHERE:VICTORY]
[BEAST_HUNTER]
[SCOUT]
[MERCENARY]
[PERMITTED_JOB:MINER]
[PERMITTED_JOB:CARPENTER]
[PERMITTED_JOB:BOWYER]
[PERMITTED_JOB:WOODCUTTER]
[PERMITTED_JOB:MASON]
[PERMITTED_JOB:HUNTER]
[PERMITTED_JOB:TRAPPER]
[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:LEATHERWORKER]
[PERMITTED_JOB:BONE_CARVER]
[PERMITTED_JOB:WEAVER]
[PERMITTED_JOB:CLOTHIER]
[PERMITTED_JOB:GLASSMAKER]
[PERMITTED_JOB:GELDER]
[PERMITTED_JOB:COOK]
[PERMITTED_JOB:BUTCHER]
[PERMITTED_JOB:TANNER]
[PERMITTED_JOB:PLANTER]
[PERMITTED_JOB:HERBALIST]
[PERMITTED_JOB:BREWER]
[PERMITTED_JOB:MECHANIC]
[PERMITTED_JOB:SIEGE_ENGINEER]
[PERMITTED_JOB:SIEGE_OPERATOR]
[PERMITTED_JOB:DIAGNOSER]
[PERMITTED_JOB:BONE_SETTER]
[PERMITTED_JOB:SUTURER]
[PERMITTED_JOB:SURGEON]
[PERMITTED_REACTION:TAN_A_HIDE]
[PERMITTED_REACTION:RENDER_FAT]
[PERMITTED_REACTION:BREW_DRINK_FROM_PLANT]
[PERMITTED_REACTION:BREW_DRINK_FROM_PLANT_GROWTH]
[PERMITTED_REACTION:MAKE_MEAD]
[PERMITTED_REACTION:PROCESS_PLANT_TO_BAG]
[PERMITTED_REACTION:BITUMINOUS_COAL_TO_COKE]
[PERMITTED_REACTION:LIGNITE_TO_COKE]
[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:PIG_IRON_MAKING]
[PERMITTED_REACTION:STEEL_MAKING]
[PERMITTED_REACTION:NICKEL_SILVER_MAKING]
[PERMITTED_REACTION:BLACK_BRONZE_MAKING]
[PERMITTED_REACTION:STERLING_SILVER_MAKING]
[PERMITTED_REACTION:ROSE_GOLD_MAKING]
[PERMITTED_REACTION:BISMUTH_BRONZE_MAKING]
[PERMITTED_REACTION:ADAMANTINE_WAFERS]
[WORLD_CONSTRUCTION:TUNNEL]
[WORLD_CONSTRUCTION:BRIDGE]
[WORLD_CONSTRUCTION:ROAD]
[ETHIC:KILL_ENTITY_MEMBER:JUSTIFIED_IF_GOOD_REASON]
[ETHIC:KILL_NEUTRAL:ACCEPTABLE]
[ETHIC:KILL_ENEMY:REQUIRED]
[ETHIC:KILL_ANIMAL:ACCEPTABLE]
[ETHIC:KILL_PLANT:ACCEPTABLE]
[ETHIC:TORTURE_AS_EXAMPLE:ACCEPTABLE]
[ETHIC:TORTURE_FOR_INFORMATION:MISGUIDED]
[ETHIC:TORTURE_FOR_FUN:MISGUIDED]
[ETHIC:TORTURE_ANIMALS:MISGUIDED]
[ETHIC:TREASON:PUNISH_CAPITAL]
[ETHIC:OATH_BREAKING:PUNISH_CAPITAL]
[ETHIC:LYING:PERSONAL_MATTER]
[ETHIC:VANDALISM:JUSTIFIED_IF_GOOD_REASON]
[ETHIC:TRESPASSING:JUSTIFIED_IF_GOOD_REASON]
[ETHIC:THEFT:PERSONAL_MATTER]
[ETHIC:ASSAULT:PERSONAL_MATTER]
[ETHIC:SLAVERY:PUNISH_SERIOUS]
[ETHIC:EAT_SAPIENT_OTHER:APPALLING]
[ETHIC:EAT_SAPIENT_KILL:APPALLING]
[ETHIC:MAKE_TROPHY_SAME_RACE:SHUN]
[ETHIC:MAKE_TROPHY_SAPIENT:PERSONAL_MATTER]
[ETHIC:MAKE_TROPHY_ANIMAL:ACCEPTABLE]
[VALUE:LAW:-10]
[VALUE:LOYALTY:0]
[VALUE:FRIENDSHIP:0]
[VALUE:POWER:50]
[VALUE:TRUTH:-10]
[VALUE:CUNNING:10]
[VALUE:ELOQUENCE:0]
[VALUE:FAIRNESS:-15]
[VALUE:DECORUM:-5]
[VALUE:TRADITION:10]
[VALUE:ARTWORK:15]
[VALUE:COOPERATION:-5]
[VALUE:INDEPENDENCE:20]
[VALUE:STOICISM:-5]
[VALUE:INTROSPECTION:0]
[VALUE:SELF_CONTROL:0]
[VALUE:TRANQUILITY:-15]
[VALUE:HARMONY:-20]
[VALUE:MERRIMENT:0]
[VALUE:CRAFTSMANSHIP:0]
[VALUE:MARTIAL_PROWESS:50]
[VALUE:SKILL:30]
[VALUE:HARD_WORK:0]
[VALUE:SACRIFICE:-5]
[VALUE:COMPETITION:30]
[VALUE:PERSEVERANCE:5]
[VALUE:LEISURE_TIME:-10]
[VALUE:COMMERCE:0]
[VALUE:ROMANCE:0]
[VALUE:NATURE:0]
[VALUE:PEACE:-20]
[WILL_ACCEPT_TRIBUTE]
[LAND_HOLDER_TRIGGER:1:20:10000:100000]
[LAND_HOLDER_TRIGGER:2:20:20000:200000]
[LAND_HOLDER_TRIGGER:3:20:30000:300000]
[POSITION:KELL]
[NAME:kell:kells]
[NUMBER:1]
[SQUAD:10:kell's guard:kell's guards]
[ALLOWED_CREATURE:FALLEN:MASSIVE]
[RESPONSIBILITY:LAW_MAKING]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[RESPONSIBILITY:MILITARY_GOALS]
[RESPONSIBILITY:MILITARY_STRATEGY]
[COMMANDER:BARON:ALL]
[PRECEDENCE:1]
[RULES_FROM_LOCATION]
[MENIAL_WORK_EXEMPTION]
[MENIAL_WORK_EXEMPTION_SPOUSE]
[SLEEP_PRETENSION]
[PUNISHMENT_EXEMPTION]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[EXPORTED_IN_LEGENDS]
[DETERMINES_COIN_DESIGN]
[COLOR:5:0:1]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[DEMAND_MAX:10]
[MANDATE_MAX:5]
[REQUIRED_BOXES:10]
[REQUIRED_CABINETS:5]
[REQUIRED_RACKS:5]
[REQUIRED_STANDS:5]
[REQUIRED_OFFICE:10000]
[REQUIRED_BEDROOM:10000]
[REQUIRED_DINING:10000]
[REQUIRED_TOMB:10000]
[POSITION:ARCHON]
[NAME:archon priest:archons]
[NUMBER:1]
[SQUAD:10:archon's guard:archon's guards]
[ALLOWED_CREATURE:FALLEN:MASSIVE]
[APPOINTED_BY:MONARCH]
[RESPONSIBILITY:RELIGION]
[PRECEDENCE:50]
[MENIAL_WORK_EXEMPTION]
[SLEEP_PRETENSION]
[PUNISHMENT_EXEMPTION]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[DEMAND_MAX:2]
[REQUIRED_BOXES:2]
[REQUIRED_CABINETS:1]
[REQUIRED_RACKS:3]
[REQUIRED_STANDS:3]
[REQUIRED_OFFICE:500]
[REQUIRED_BEDROOM:250]
[REQUIRED_DINING:250]
[REQUIRED_TOMB:1]
[POSITION:BARON]
[NAME:baron:barons]
[NUMBER:AS_NEEDED]
[SQUAD:10:soldier:soldiers]
[ALLOWED_CREATURE:FALLEN:CAPTAIN]
[APPOINTED_BY:KELL]
[COMMANDER:REAVER:ALL]
[PRECEDENCE:100]
[MENIAL_WORK_EXEMPTION]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[DEMAND_MAX:1]
[REQUIRED_BOXES:1]
[REQUIRED_CABINETS:1]
[REQUIRED_RACKS:2]
[REQUIRED_STANDS:2]
[REQUIRED_OFFICE:100]
[REQUIRED_BEDROOM:100]
[REQUIRED_DINING:100]
[MILITARY_SCREEN_ONLY]
[POSITION:REAVER]
[NAME:reaver:reavers]
[NUMBER:AS_NEEDED]
[SQUAD:10:soldier:soldiers]
[APPOINTED_BY:KELL]
[PRECEDENCE:190]
[DO_NOT_CULL]
[DUTY_BOUND]
[REQUIRED_BOXES:1]
[REQUIRED_CABINETS:1]
[REQUIRED_RACKS:1]
[REQUIRED_STANDS:1]
[REQUIRED_OFFICE:1]
[REQUIRED_BEDROOM:1]
[REQUIRED_DINING:1]
[MILITARY_SCREEN_ONLY]
[POSITION:MILITIA_COMMANDER]
[NAME:guard captain:guard captains]
[SITE]
[NUMBER:1]
[SQUAD:10:guard:guards]
[ALLOWED_CREATURE:FALLEN:CAPTAIN]
[APPOINTED_BY:EXPEDITION_LEADER]
[APPOINTED_BY:MAYOR]
[RESPONSIBILITY:MILITARY_STRATEGY]
[COMMANDER:MILITIA_CAPTAIN:ALL]
[PRECEDENCE:120]
[DO_NOT_CULL]
[DUTY_BOUND]
[POSITION:MILITIA_CAPTAIN]
[NAME:squad captain:squad captains]
[SITE]
[NUMBER:AS_NEEDED]
[SQUAD:10:guard:guards]
[APPOINTED_BY:MILITIA_COMMANDER]
[PRECEDENCE:200]
[DO_NOT_CULL]
[DUTY_BOUND]
[MILITARY_SCREEN_ONLY]
[POSITION:CAPTAIN_OF_THE_GUARD]
[NAME:enforcer:enforcers]
[SITE]
[NUMBER:1]
[RESPONSIBILITY:LAW_ENFORCEMENT]
[RESPONSIBILITY:EXECUTIONS]
[EXECUTION_SKILL:SWORD]
[SQUAD:10:enforcer lackey:enforcer lackeys]
[APPOINTED_BY:EXPEDITION_LEADER]
[APPOINTED_BY:MAYOR]
[PRECEDENCE:105]
[DO_NOT_CULL]
[COLOR:1:0:1]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[REQUIRED_BOXES:1]
[REQUIRED_CABINETS:1]
[REQUIRED_RACKS:1]
[REQUIRED_STANDS:1]
[REQUIRED_OFFICE:250]
[REQUIRED_BEDROOM:250]
[REQUIRED_DINING:250]
[POSITION:EXPEDITION_LEADER]
[NAME:expedition leader:expedition leaders]
[SITE]
[NUMBER:1]
[REPLACED_BY:MAYOR]
[RULES_FROM_LOCATION]
[RESPONSIBILITY:MEET_WORKERS]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[RESPONSIBILITY:MILITARY_GOALS]
[PRECEDENCE:110]
[DO_NOT_CULL]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[POSITION:MAYOR]
[NAME:mayor:mayors]
[SITE]
[NUMBER:1]
[RESPONSIBILITY:MEET_WORKERS]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[RESPONSIBILITY:MILITARY_GOALS]
[REQUIRES_POPULATION:50]
[RULES_FROM_LOCATION]
[ELECTED]
[PRECEDENCE:60]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[COLOR:5:0:0]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[DEMAND_MAX:2]
[MANDATE_MAX:1]
[REQUIRED_BOXES:2]
[REQUIRED_CABINETS:1]
[REQUIRED_RACKS:1]
[REQUIRED_STANDS:1]
[REQUIRED_OFFICE:500]
[REQUIRED_BEDROOM:500]
[REQUIRED_DINING:500]
[POSITION:CHIEF_MEDICAL_DWARF]
[NAME:chief medical officer:chief medical officers]
[SITE]
[REQUIRES_MARKET]
[NUMBER:1]
[RESPONSIBILITY:HEALTH_MANAGEMENT]
[APPOINTED_BY:EXPEDITION_LEADER]
[APPOINTED_BY:MAYOR]
[PRECEDENCE:165]
[DO_NOT_CULL]
[COLOR:5:0:0]
[DUTY_BOUND]
[POSITION:BROKER]
[NAME:broker:brokers]
[SITE]
[REQUIRES_MARKET]
[NUMBER:1]
[RESPONSIBILITY:TRADE]
[APPOINTED_BY:EXPEDITION_LEADER]
[APPOINTED_BY:MAYOR]
[PRECEDENCE:170]
[DO_NOT_CULL]
[COLOR:5:0:0]
[DUTY_BOUND]
[POSITION:BOOKKEEPER]
[NAME:bookkeeper:bookkeepers]
[SITE]
[REQUIRES_MARKET]
[NUMBER:1]
[RESPONSIBILITY:ACCOUNTING]
[APPOINTED_BY:EXPEDITION_LEADER]
[APPOINTED_BY:MAYOR]
[PRECEDENCE:180]
[DO_NOT_CULL]
[COLOR:5:0:0]
[DUTY_BOUND]
[REQUIRED_OFFICE:1]
[POSITION:DIPLOMAT]
[NAME:diplomat:diplomats]
[NUMBER:1]
[RESPONSIBILITY:MAKE_INTRODUCTIONS]
[RESPONSIBILITY:MAKE_PEACE_AGREEMENTS]
[RESPONSIBILITY:MAKE_TOPIC_AGREEMENTS]
[APPOINTED_BY:MONARCH]
[PRECEDENCE:70]
[DO_NOT_CULL]
[COLOR:7:0:1]
[MENIAL_WORK_EXEMPTION]
[SLEEP_PRETENSION]
[PUNISHMENT_EXEMPTION]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[DEMAND_MAX:3]
[REQUIRED_BOXES:3]
[REQUIRED_CABINETS:2]
[REQUIRED_RACKS:2]
[REQUIRED_STANDS:2]
[REQUIRED_OFFICE:1500]
[REQUIRED_BEDROOM:1500]
[REQUIRED_DINING:1500]
[POSITION:FORCED_ADMINISTRATOR]
[NAME:administrator:administrators]
[CONQUERED_SITE]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[EXPORTED_IN_LEGENDS]
[DETERMINES_COIN_DESIGN]
[MENIAL_WORK_EXEMPTION]
[SLEEP_PRETENSION]
[PUNISHMENT_EXEMPTION]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[COLOR:5:0:0]
[MANDATE_MAX:2]
[DEMAND_MAX:3]
[PRECEDENCE:65]
[NUMBER:1]
[RESPONSIBILITY:LAW_MAKING]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[RESPONSIBILITY:MAKE_TOPIC_AGREEMENTS]
[RESPONSIBILITY:MEET_WORKERS]
[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]
[GEM_SHAPE:EMERALD_CUT_GEM]
[GEM_SHAPE:MARQUISE_CUT_GEM]
[GEM_SHAPE:OVAL_CUT_GEM]
[GEM_SHAPE:PEAR_CUT_GEM]
[GEM_SHAPE:SQUARE_BRILLIANT_CUT_GEM]
[GEM_SHAPE:RADIANT_CUT_GEM]
[GEM_SHAPE:TRILLION_CUT_GEM]
[GEM_SHAPE:ROUND_BRILLIANT_CUT_GEM]
[GEM_SHAPE:BAGUETTE_CUT_GEM]
[GEM_SHAPE:TAPERED_BAGUETTE_CUT_GEM]
[GEM_SHAPE:CUSHION_CUT_GEM]
[GEM_SHAPE:OCTAGON_CUT_GEM]
[GEM_SHAPE:SQUARE_CUT_GEM]
Is there any way to restore boulder-dropping from mining to soil layers?You can fake it with DFHack (set up a function that is called every time a job is completed, check if it was mining and if was in soil, then create a boulder with 25% probability), but not via raw modding.
Is there any way to restore boulder-dropping from mining to soil layers?You can fake it with DFHack (set up a function that is called every time a job is completed, check if it was mining and if was in soil, then create a boulder with 25% probability), but not via raw modding.
If you really want to dive into the minutiae of this, the mod in my signature has tesb-mining.lua which spawns things when mining certain kinds of rock. At least with soil there is no need to check for veins.
I'm not sure if there's a confusion here? I mean as in what causes them game mechanics wise? They're definitely ambushes.
What does the mercenary entity token do? It's not listed on the wiki
I'm not sure if there's a confusion here? I mean as in what causes them game mechanics wise? They're definitely ambushes.
What does the mercenary entity token do? It's not listed on the wiki
1. Are you sure? I feel like it may be sieges now. Have you been ambushed in 0.40?
2. It allows the entities to produce mercenaries AFAIK... might be deprecated with 0.40.01 or the next version
What happens if there are two entities with the same adventure tier?
What happens if there are two entities with the same adventure tier?The duplicates are sorted by which comes first in the file instead.
The width of the creature's vision arcs. The first number is binocular vision, the second is non-binocular vision.I'm not sure of the meaning of "non-binocular vision", does that mean it is the radius that the creature can still "see" out of its eyes radius or does it mean the radius the creature is unable to see at all in this radius ?
Is it possible to set up a reaction to randomly produce one of a set many items?An item of a type found in the raws can be randomly selected for by leaving out the item subtype ID. Otherwise no, with an exception for CRAFTS(or something like that)
How do gaits work and how do they interact with the whole STANDARD_QUADRUPED_GAITS thing and such?The STANDARD_X_GAITS are c_variations that apply gaits and the first one in the raw file explains all of the tokens in a comment. !ARGx is like body detail plans, they are the variables you put after the c_var GAITS. The objects/notes/gaits.txt has a list of mph or kph to gait format.
Damn,But thanks Putnam.I think some time ago someone found that creatures/castes with MAXAGE will only marry creatures/castes with MAXAGE and the other way around as well. Other than that, no. You could give them an interaction to give them STERILE to prevent fort births, but that's it.
any way to prevent them from having children in world gen?
Does anyone know if the ethics [ETHIC:KILL_PLANT:UNTHINKABLE] (or [ETHIC:KILL_PLANT:PUNISH_SEVERE] or any other) are actually enforced in-game for player forts?Yes.
How can i download all the description raws/tokens?They are all already in your raws with the exception of generated creatures which are in your save data. If you want a guide to how the various tokens that affect creature descriptions work get the html of this (http://dwarffortresswiki.org/index.php/DF2014:Creature_token) page.
no,humans have the variable position tag,which generates the the titles,meph simply added positions to the humans
the simplest way to do this is to copy the dwarven positions and rename them and remove the variable positions tag
this may help as well : http://dwarffortresswiki.org/index.php/DF2014:Modding_guide#Modding_civilizations_.28entities.29 (http://dwarffortresswiki.org/index.php/DF2014:Modding_guide#Modding_civilizations_.28entities.29)
Yes. Mostly when it comes to the administrator nobles.no,humans have the variable position tag,which generates the the titles,meph simply added positions to the humans
the simplest way to do this is to copy the dwarven positions and rename them and remove the variable positions tag
this may help as well : http://dwarffortresswiki.org/index.php/DF2014:Modding_guide#Modding_civilizations_.28entities.29 (http://dwarffortresswiki.org/index.php/DF2014:Modding_guide#Modding_civilizations_.28entities.29)
Would modifying this element of the civ effect any tangible way the race operates?
Seeing the raws never hurts.Well, it wasn't prone, so I suppose the brain must work. Right, I'll put in the raws.
Could be a few things. Could be a material or tissue error, causing the materials or tissues to not be added to the creature, effectively making it not exist physically. There may also be an error with the way the body is laid out. For example, if it is not moving, prone on the ground, and only capable of a basic push attack, it may not have a brain.
You have two body parts with the ID BIRRIN_NECK. You cannot have two body parts with the same ID. See if renaming one would work.
You have two body parts with the ID BIRRIN_NECK. You cannot have two body parts with the same ID. See if renaming one would work.
Right, now it has a body, but two new issues just appeared.
It starts winded, and ended up suffocating. It has lungs, so I've no idea why that would happen. And there's also some issue with the legs, because I've ended up with "Left upper leg, left upper leg" or something similar as a single body part. I ran into a similar issue in a previous mod when working with joints, but it fixed itself when I just gave it humanoid joints.
You either turn off all evil biome behavior in custom worldgen and make your own custom regional interactions from scratch, or you patch your executable with some Python scripts.
Spoiler (click to show/hide)
[BP:UNK:upper neck:STP][CON:LNK][CATEGORY:NECK] -- Switch with Yellow
[DEFAULT_RELSIZE:150]
[BP:LNK:lower neck:STP][CON:UB][CATEGORY:NECK] -- Red should be below this
[DEFAULT_RELSIZE:150]
[BP:HD:head:STP][CON:UNK][HEAD][CATEGORY:HEAD]
[DEFAULT_RELSIZE:300]Spoiler (click to show/hide)
in your main body (the one possibly mentioned as dupe_ID by BlackFlyme) order of events are key.
You have the upper neck get made, which needs to connect to the lowerneck, BUT the lowerneck has not been defined yet so it's a "floating" or "detached" body part, then you create the lowerNeck (which connects to the UB just fine) then you define the Head which connects to the UNK (upper neck) which that part is detached. Now guess where the BRAIN goes? the HEAD, what is the status of the HEAD? floating next to the body. No Connection, no Brain control, Lungs fail. Suffocation.
EDIT:
I sound rude but not my intention, I just wanted to explain what was happening. I hope this is the issue and your creature will work fine now.
However, I've still got bodyparts showing up with names like "Right hand, right lower arm, right upper arm". Any idea what could cause that?The game is trying to tell you where that "Right hand" originates from because you have multiple instances of that BP being placed.
Thank you, that worked. I'll also have to do a touch-up on one of my previous mods now that I know what caused the issue. Again, thanks a bunch!However, I've still got bodyparts showing up with names like "Right hand, right lower arm, right upper arm". Any idea what could cause that?The game is trying to tell you where that "Right hand" originates from because you have multiple instances of that BP being placed.
Look at HUMANOID_6ARMS to learn how to avoid that problem.
I think you also have 2 each of "[R/L] lower arm" as when they are placed you have 2 previous [R/L]UA.
Is there any way to modify the bonuses which are given to the corpses when reanimated?
You either turn off all evil biome behavior in custom worldgen and make your own custom regional interactions from scratch, or you patch your executable with some Python scripts.
Ensuring that it has a population in every region would help. High starting populations, large variety of biomes to appear in, and the [UBIQUITOUS] tag to make sure it can appear in every region it can live in.Just made a few worlds and embarked a few times, and still no natural zombies. I set up an interaction so that Zombyism will still be something to worry about, but I'd like for wandering zombies to be common as well. The original idea was to necessitate bunkers, and self-sufficient subterranean fortresses. Any other ideas?
What are the requirements for a weapon to be a possible mood item? Is defining it in the raws enough, or does it need to be used by some entity first?
Can I have multiple CAN_DO_INTERACTIONS in one secret? If so, how?Yes.
Have a second set of CE_CAN_DO_INTERACTION after the first pointing to the other interaction you want the secret bearer to be able to use. IESpoiler (click to show/hide)
Thanks man, what if the second interaction is a material emission? (i.e. fireball thing)Then the second one would be something like
If it doesn't have a frequency specified it'll use FREQUENCY:50 which will make it just as likely to appear as every other FREQUENCY:50 creature that can be there.
-snip-
[TISSUE_TEMPLATE:MUSCLE_TEMPLATE]
[TISSUE_NAME:muscle:muscles]
[THICKENS_ON_STRENGTH]
[ARTERIES]
[SCARS]
[MUSCULAR]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:MUSCLE]
[RELATIVE_THICKNESS:3]
[HEALING_RATE:100]
[VASCULAR:3]
[PAIN_RECEPTORS:6]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[BODY:HUMANOID_SIMPLE]
[USE_MATERIAL_TEMPLATE:FLESH:MUSCLE_TEMPLATE]
[USE_TISSUE_TEMPLATE:FLESH:MUSCLE_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:ALL:FLESH]
[SELECT_TISSUE_LAYER:FLESH]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:FLESH]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
Does anyone know the cause of this error? I've spent more time than I care to count trying to find the source, but I can't find anything out of place.Spoiler: The Creature (click to show/hide)Spoiler: Errorlog (click to show/hide)
[USE_MATERIAL_TEMPLATE:FLESH:MUSCLE_TEMPLATE]
[USE_TISSUE_TEMPLATE:FLESH:MUSCLE_TEMPLATE]
[USE_MATERIAL_TEMPLATE:MUSCLE:MUSCLE_TEMPLATE]
[USE_TISSUE_TEMPLATE:FLESH:MUSCLE_TEMPLATE]
ThanksDoes anyone know the cause of this error? I've spent more time than I care to count trying to find the source, but I can't find anything out of place.Spoiler: The Creature (click to show/hide)Spoiler: Errorlog (click to show/hide)Code: [Select][USE_MATERIAL_TEMPLATE:FLESH:MUSCLE_TEMPLATE]
[USE_TISSUE_TEMPLATE:FLESH:MUSCLE_TEMPLATE]
When you do USE_MATERIAL_TEMPLATE is fine as it lets you define a material from a template and you can change what you want (Name, properties like HEATDAM and such) however when you use a TISSUE_TEMPLATE it looks for a specific named material in the creature
so this is how it stands:
Creature has no materials or tissues
[USE_MATERIAL_TEMPLATE:FLESH:MUSCLE_TEMPLATE]
Creature now has FLESH but is identical to MUSCLE (in all forms defined by the template, name etc)
[USE_TISSUE_TEMPLATE:FLESH:MUSCLE_TEMPLATE]
Tissue Template is looking for a Material in the creature that is MUSCLE but you have FLESH
it cannot find MUSCLE. This will fix itQuote[USE_MATERIAL_TEMPLATE:MUSCLE:MUSCLE_TEMPLATE]
[USE_TISSUE_TEMPLATE:FLESH:MUSCLE_TEMPLATE]
I'm working on a Zombie mod, and I've attempted to make my first interaction so that dead humans will become Zombies, but it doesn't work. Due to my complete lack of knowledge on the subject, it's likely very obvious what I've done wrong, but I'm not sure what it is.I have always had trouble with REGION interactions (either random ones took all the slots, or they never showed at all) but you can use ANIMATE. But considering you are transforming to a custom creature ZOMBIE resurrect works too. However if you don't have that creature with a natural OPPOSED_TO_LIFE you will basically have your humans die, and come back to life as a zombie and will just do whatever he did previously in life and visit the mead hall.Spoiler (click to show/hide)
Any and all help would be appreciated.
I'm working on a Zombie mod, and I've attempted to make my first interaction so that dead humans will become Zombies, but it doesn't work. Due to my complete lack of knowledge on the subject, it's likely very obvious what I've done wrong, but I'm not sure what it is.I have always had trouble with REGION interactions (either random ones took all the slots, or they never showed at all) but you can use ANIMATE. But considering you are transforming to a custom creature ZOMBIE resurrect works too. However if you don't have that creature with a natural OPPOSED_TO_LIFE you will basically have your humans die, and come back to life as a zombie and will just do whatever he did previously in life and visit the mead hall.Spoiler (click to show/hide)
Any and all help would be appreciated.
At least my knowledge of it, You can try it as creature interaction and have something use the interaction manually and see if it works as intended. But I can't shed any insight on how to get a REGION interaction working as I've failed everytime.
Depending on your head-canon, zombyism might be spread by bites, and then make them a naturally occurring creature in evil biomes for seeding. Maybe add it as a curse as well.
There is a working example of a bite interaction/infection included with the raws.
[REACTION:ANVIL_ENFORCE]
[NAME:no reaction]
[BUILDING:PLACEHOLDER_WORKSHOP:NONE]
[REAGENT:100:1:ANVIL:1:NONE:NONE:NONE:NONE]
This is why I modded in Pet Rocks, they never tell me they already thought of my suggestion... ;)Depending on your head-canon, zombyism might be spread by bites, and then make them a naturally occurring creature in evil biomes for seeding. Maybe add it as a curse as well.
There is a working example of a bite interaction/infection included with the raws.
Already have that working, but I also want to have dead humans rise. It'd add a lot more to the gameplay for my mod, and it would result in RoomCarnage-type fortresses.
[SYNDROME]
[SYN_NAME:flesh ball blood]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_IMMUNE_CREATURE:FLESH_BALL:ALL]
[SYN_IMMUNE_CREATURE:DWARF]
[SYN_CONTACTED]
[CE_BLISTERS:SEV:1:PROB:100:BP:BY_CATEGORY:ALL:SKIN:START:10:PEAK:50:END:1000]
[CE_BRUISING:SEV:1:PROB:100:BP:BY_CATEGORY:ALL:MUSCLE:START:10:PEAK:50:END:1000]
[CE_BLEEDING:SEV:1:PROB:100:BP:ALL:START:10:PEAK:50:END:1000]
[CE_PAIN:SEV:1:PROB:100:BP:ALL:START:10:PEAK:50:END:1000]
[CE_NUMBNESS:SEV:2:PROB:1:BP:BY_TYPE:GRASP:BP:BY_TYPE:STANCE:START:1000:PEAK:1100:END:2000]
I don't know where to place this code.Code: [Select][SYNDROME]
[SYN_NAME:flesh ball blood]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_IMMUNE_CREATURE:FLESH_BALL:ALL]
[SYN_IMMUNE_CREATURE:DWARF]
[SYN_CONTACTED]
[CE_BLISTERS:SEV:1:PROB:100:BP:BY_CATEGORY:ALL:SKIN:START:10:PEAK:50:END:1000]
[CE_BRUISING:SEV:1:PROB:100:BP:BY_CATEGORY:ALL:MUSCLE:START:10:PEAK:50:END:1000]
[CE_BLEEDING:SEV:1:PROB:100:BP:ALL:START:10:PEAK:50:END:1000]
[CE_PAIN:SEV:1:PROB:100:BP:ALL:START:10:PEAK:50:END:1000]
[CE_NUMBNESS:SEV:2:PROB:1:BP:BY_TYPE:GRASP:BP:BY_TYPE:STANCE:START:1000:PEAK:1100:END:2000]
Does anyone know where the Necromancer interaction raws are?They're randomly generated every world. You'll have to make your own and set secrets to 0 in worldgen.
Will a create/entity made for v40 work in v34?
I really want to test the combat mechanics for my furry fortress races, and I hear v34 is the place to do it. Can I just pop the raws into v34? Was anything super different? Any hidden pitfalls I should look out for?
No need! Prepared meals are not hardcoded. You can make your own!
Those are the names of randomly-generated armor pieces, usually only found in vaults.
[REACTION:SEEDS_TO_FLOUR]
[NAME:ground seeds into flour]
[BUILDING:QUERN:NONE]
[BUILDING:MILLSTONE:NONE]
[REAGENT:seeds:10:SEEDS:NONE:NONE:NONE]
[REAGENT:bag:1:BOX:NONE:NONE:NONE][EMPTY][BAG]
[PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:1:POWDER_MISC:NONE:PLANT_MAT:GRASS_WHEAT_CAVE:FLOUR_MAT]
[PRODUCT_DIMENSION:150][PRODUCT_TO_CONTAINER:bag]
[SKILL:MILLING]
[REACTION:SEEDS_TO_FLOUR]
[NAME:ground seeds into flour]
[BUILDING:QUERN:NONE]
[BUILDING:MILLSTONE:NONE]
[REAGENT:seeds:10:SEEDS:NONE:NONE:NONE]
[REAGENT:bag:1:BOX:NONE:NONE:NONE][EMPTY][BAG]
[PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:1:POWDER_MISC:NONE:PLANT_MAT:GRASS_WHEAT_CAVE:MILL]
[PRODUCT_DIMENSION:150][PRODUCT_TO_CONTAINER:bag]
[SKILL:MILLING]
Is there any easy way to more easily decide the size of a creature in the raws? Some sort of easy-to-use size translationy thing? I'm getting tired of asking myself "How many humans could fit into a tyrannosaurus", and of course no larger animal's size is put into cubic centimeters. And if not, what is the easiest way to figure this sort of thing out?The sizes are approximately grams. So 60 000 = 60 kg = 132 lbs
Is there any easy way to more easily decide the size of a creature in the raws? Some sort of easy-to-use size translationy thing? I'm getting tired of asking myself "How many humans could fit into a tyrannosaurus", and of course no larger animal's size is put into cubic centimeters. And if not, what is the easiest way to figure this sort of thing out?
Is there any easy way to more easily decide the size of a creature in the raws? Some sort of easy-to-use size translationy thing? I'm getting tired of asking myself "How many humans could fit into a tyrannosaurus", and of course no larger animal's size is put into cubic centimeters. And if not, what is the easiest way to figure this sort of thing out?
Theoretically the density of all animals or at least all vertebrates is fairly similar. If you know the density of an animal and the weight of an animal, you can find the volume of the animal, you might even be able to just plop it into Google's calculator.
Google says human density is about 1020 kg/m3, and dinosaurs probably had a density close to 1 g/ml, same as water. Tyrannosaurus apparently weighed about 9 tons or 8160 kg. So 1020kg/1m3 = 8160kg/Xm3. I forget how to do that kind of algebra, but the answer is in there somewhere.
Continuing to waste people's time here, my creature is causing my game to crash and I'm not sure why. Before I delete it and start over, I was wondering if it was something simple that I could change in a pinch. Sorry for posting as often as I do, I'm a bit stupid.
These are the raws-Spoiler (click to show/hide)
I have now. Quite large, though It doesn't seem to be bigger then an Argentinosaurus, from what I just read.Continuing to waste people's time here, my creature is causing my game to crash and I'm not sure why. Before I delete it and start over, I was wondering if it was something simple that I could change in a pinch. Sorry for posting as often as I do, I'm a bit stupid.
These are the raws-Spoiler (click to show/hide)
Sorry, too tired to be helpful, but knowing what that dinosaur is, the idea that Argentinasaurus is so big that it crashes the game is hilarious. Have you heard of Dreadnoughtus?
I have now. Quite large, though It doesn't seem to be bigger then an Argentinosaurus, from what I just read.Continuing to waste people's time here, my creature is causing my game to crash and I'm not sure why. Before I delete it and start over, I was wondering if it was something simple that I could change in a pinch. Sorry for posting as often as I do, I'm a bit stupid.
These are the raws-Spoiler (click to show/hide)
Sorry, too tired to be helpful, but knowing what that dinosaur is, the idea that Argentinasaurus is so big that it crashes the game is hilarious. Have you heard of Dreadnoughtus?
I want to make Gabbro men, Blizzard men, Molemarians etc into their own non-playable goblin-like entities. Do I need to add [INTELLIGENT] to each creature or will they work out of the box?
If you want them to actually do anything other than terrorize their neighbours, yes.
If you just want them to mindlessly go to war with everyone, then no. In fact, not being able to speak helps matters, as they would not be able to negotiate peace, leaving everyone else hostile with them by default.
I'm curious, are there any obvious red flags that make a Gremlin civ impossible?Gremlins causing problems. Who'd've thought? :)
I have now. Quite large, though It doesn't seem to be bigger then an Argentinosaurus, from what I just read.Continuing to waste people's time here, my creature is causing my game to crash and I'm not sure why. Before I delete it and start over, I was wondering if it was something simple that I could change in a pinch. Sorry for posting as often as I do, I'm a bit stupid.
These are the raws-Spoiler (click to show/hide)
Sorry, too tired to be helpful, but knowing what that dinosaur is, the idea that Argentinasaurus is so big that it crashes the game is hilarious. Have you heard of Dreadnoughtus?
No, I think the Dreadnaughtus' claim to fame is its cooler name and it is the most complete skeleton of any titanosaur yet known. So Argentinosaurus' size is guessed by comparing the size of its vertebra and femur to those of smaller sauropods while Dreadnautus' size and shape is much more accurate. I think as more titanosaurs have been discovered, they have been re-estimating the size of many of them to be smaller than they originally thought. This might also be useful to your project, some scientists strongly suspect that patagonian therapods like Giganotosaurus, Mapusaurus, Tyrannotitan and Megaraptor hunted in packs to take down titanosaurs, and there is strong evidence that the north american Albertasaurus hunted in packs or at least lived in large family units.
Having a closer look at your raws now, I don't see anything obvious. It's possible that there is a maximum creature size, some variables can only get so big, so you could try the same raws with a lower size and see if it still crashes. Check your errorlog.txt too just in case. Also, I assume you're not actually done with this guy yet since there's hair on it, but I would give them a tail attack and relsize the tail. Also I read that based on related animals, Argentinosaurus eggs would probably be only about 22cm across so their baby size would be more like a puppy's and it took 15 years to reach adult size. Also I think the current estimate for Argentinosaurus' speed is 5mph which would be 8kph in game speed.
I'm curious, are there any obvious red flags that make a Gremlin civ impossible?Gremlins causing problems. Who'd've thought? :)
Are all of those civs supposed to be Dark Pit dwellers? If it was just spreading Dark Pits too thinly, it might not have mattered which one was removed. A larger world would then be able to accommodate them all.
Go into the civilization's entity file, and remove the position's mandate token, [MANDATE_MAX:#]However, it won't take effect until after you gen a new world. Entities cannot be changed post-gen.
Why do Plump Helmets have this code:Spoiler (click to show/hide)
when their mushrooms don't seem to show up in the game as separate things (or the main thing eaten)? Just redundant code, or...?
Nothing else uses the MUSHROOM_TEMPLATE, and I don't see how the mushroom is currently accessed by harvesting, gathering, or else.
[REACTION:QOR_HARDEN_LEATHER]
[NAME:harden leather]
[BUILDING:TANNER:CUSTOM_A]
[REAGENT:leather:1:SKIN_TANNED:NONE:CREATURE_MAT:ANIMAL1]
[PRODUCT:100:1:SKIN_TANNED:NONE:CREATURE_MAT:ANIMAL2]
[SKILL:TANNER]
Not exactly sure what ANIMAL1 and ANIMAL2 are.
If you are trying to pull specific materials from a creature, the material arguments go CREATURE_MAT:creature ID:material ID
For example, SKIN_TANNED:NONE:CREATURE_MAT:ANIMAL:HARDENED_LEATHER would create a tanned skin made from a creature with the ID of ANIMAL, made with a material with the ID of HARDENED_LEATHER that exists in the creature.
The permitted reaction tag is for allowing reactions found within the raws.
If an entity is allowed a furnace operator profession, then they can smelt ores that can be melted directly into metals, such as copper, iron, or silver. Without the proper reactions, they will not make bronze or steel.
clothing, armor and weapons are not made using reactions
The permitted reaction tag is for allowing reactions found within the raws.
If an entity is allowed a furnace operator profession, then they can smelt ores that can be melted directly into metals, such as copper, iron, or silver. Without the proper reactions, they will not make bronze or steel.
Alright, that makes sense. So could I possibly clone the item_weapon file into item_weapon_custom (fixing names of course), add [ITEMS_WEAPON_CUSTOM] to, say, copper in the inorganic metal file, and then only use the new custom weapons for goblins in the entity_default file? I feel like that won't work since I don't see how you would define a new weapon category... is what I'm trying to accomplish even possible?
EDIT: I see another way to do it, I think. I could use a custom building and reactions and give it only to that civ, and remove furnace operator from permitted jobs. Will this make the fake building show up in populated areas in adventure mode? It seems kind of a hacky workaround. Any advice?
@Bosa in my wall of text I explained how to do that but I will TL;DR here (not being patronizing or what not, It was alot of text)
--Remove PERMITTED_PROFESSION:FURNACE_OPERATOR (this is prevent smelting of ores, but can still mine, without smelting, no natural metal bars)
++Create Reaction that has the PRODUCT of the metal you want them to use
[REACTION:MAKE_CUPRIC_IRON]
...
[PRODUCT:100:150:BAR:NONE:INORGANIC:CUPRIC_IRON]
++Add [PERMITTED_REACTION:MAKE_CUPRIC_IRON] (even if they have no access to copper or iron bars, they somehow will always have access to the product from this reaction which means unlimited Cupric Iron bars, so make sure the inorganic has the crafting tags that you want)
?+Optional make other reactions and permit them for the metals they won't be able to smelt but you want them to have still, PRODUCT:100:150:BAR:NONE:INORGANIC:COPPER
It's mainly Entity and Reaction work, with some work for defining any new metal types you want.
Is there a way to conjure/summon/etc magma in the latest version with DFHack?
clothing, armor and weapons are not made using reactions
I have been able to create weapons with reactions.
(adventure mode reactions, I missed the post you were replying to, sorry lol)
[STOCKPILE_GLOB_PASTE]
[DO_NOT_CLEAN_GLOB]
to it, but while it shows up in the stockpile settings, the Dwarves won't put it into a Food stockpile.[REACTION:TAN_A_HIDE]
[NAME:tan a hide]
[BUILDING:TANNER:CUSTOM_T]
[REAGENT:A:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][UNROTTEN]
[HAS_MATERIAL_REACTION_PRODUCT:TAN_MAT]
[PRODUCT:100:1:SKIN_TANNED:NONE:GET_MATERIAL_FROM_REAGENT:A:TAN_MAT]
[SKILL:TANNER]
[AUTOMATIC]
[MATERIAL_REACTION_PRODUCT:TAN_MAT:LOCAL_CREATURE_MAT:LEATHER]
And this is in the skin template:Code: [Select][MATERIAL_REACTION_PRODUCT:TAN_MAT:LOCAL_CREATURE_MAT:LEATHER]
As far as I can tell, this sets up a reaction that uses an unrotten body component to produce a leather with the name of the creature it came from. What I don't get is how it knows to use skin instead of any other body component. Is there another raw file that fills in this missing information?
I made a [SMOKED_MEAT] material, added it to the body definitions, and then added a material reaction product to get smoked meat from muscle and organs.
It works fine, but the Dwarves don't want to stockpile it with the food.
I tried addingCode: [Select][STOCKPILE_GLOB_PASTE]
to it, but while it shows up in the stockpile settings, the Dwarves won't put it into a Food stockpile.
[DO_NOT_CLEAN_GLOB]
???
Post the whole material?
Jazzeraint, how is that material template being used? Remember that you need to define the material inside the creature before you call it as a reaction product or anything. (Always have to be on the lookout for the simple errors.)
[MEAT]
[BUTCHER_SPECIAL:MEAT:NONE]
[MEAT_NAME:NONE:meat:meat]
That looks right, the next step is to access the reaction product in a reaction. I'm on a phone right now, so can't check exactly how the syntax works for that.
I think you might be missing some of the following from the normal meat template:Code: [Select][MEAT]
[BUTCHER_SPECIAL:MEAT:NONE]
[MEAT_NAME:NONE:meat:meat]
???
[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_SUCK_BLOOD:25:50]
[SET_BP_GROUP:BY_CATEGORY:TOOTH]
[BP_APPEARANCE_MODIFIER:GAPS:0:70:90:100:110:130:200]
[APP_MOD_NOUN:fangs:PLURAL]
[BP_APPEARANCE_MODIFIER:LENGTH:100:100:100:100:100:100:100] for vampires
[APP_MOD_IMPORTANCE:1000]
[APP_MOD_NOUN:fangs:PLURAL]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
That looks right, the next step is to access the reaction product in a reaction. I'm on a phone right now, so can't check exactly how the syntax works for that.Spoiler (click to show/hide)
It creates the product just fine, it just doesn't get stockpiled.[/spoiler]I think you might be missing some of the following from the normal meat template:Spoiler (click to show/hide)
???Spoiler (click to show/hide)
Evil is for biome selection for wild animals. Not living prevents reanimation. Opposed to life makes them attack anything that is considered alive. Not 100% sure on everything bloodsucker does.
To make teeth noticeable, change all the 100s in [BP_APPEARANCE_MODIFIER:LENGTH:100:100:100:100:100:100:100] to 110 or higher. As is, all teeth are average size, as they always have a modifier of 100. The middle number is the most common, with each increment to the left or right being progressively less common.
[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_INJECT_EXTRACT:LOCAL_CREATURE_MAT:BLOOD:LIQUID:100:100]
[SPECIALATTACK_SUCK_BLOOD:25:50]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[ENTERS_BLOOD]
[SYNDROME]
[SYN_NAME:nocturian blood]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_IMMUNE_CREATURE:NOCTURIAN:ALL]
[SYN_INJECTED]
[CE_BODY_TRANSFORMATION:SEV:100:PROB:25:RESISTABLE:SIZE_DILUTES:START:5:PEAK:10]
[CE:CREATURE:NOCTURIAN:DEFAULT]
So it seems that any creature with a size less than 45k cannot pick up a pick or axe to do work with. Is this true or has something gotten messed up.
[NIGHT_CREATURE_HUNTER]
[CASTE:FEMALE]
[FEMALE]
[SPOUSE_CONVERTER]
[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:3100]
[CLUTCH_SIZE:1:3]
[CASTE:THRALL]
[MALE]
[CONVERTED_SPOUSE]
[SET_BP_GROUP:BY_TYPE:LOWERBODY][BP_ADD_TYPE:GELDABLE]
would it be possible to make a syndrome that transforms victims into statues? thinking of making a gorgon/medusa race...
EDIT: Decided to go with unending paralysis, and added this...Code: [Select][NIGHT_CREATURE_HUNTER]
[CASTE:FEMALE]
[FEMALE]
[SPOUSE_CONVERTER]
[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:3100]
[CLUTCH_SIZE:1:3]
[CASTE:THRALL]
[MALE]
[CONVERTED_SPOUSE]
[SET_BP_GROUP:BY_TYPE:LOWERBODY][BP_ADD_TYPE:GELDABLE]
Doubt it is possible to change the current tissues of a creature, but one thing you can try is to create a transformation syndrome that turns the victim into an immobile "statue" creature, which has flesh of stone.Part of my mod relies on the fact that it is the same creature, unfortunately. Is changing caste possible on a creature?
Yep.
[CE_BODY_TRANSFORMATION:START:16800]
[CE:CREATURE:WEREBEAST:DEFAULT]
[CE:PERIODIC:MOON_PHASE:27:0]
You change the creature into a specified creature and caste defined within the transformation syndrome.
For example, a werebeast's bite carries this effect:Code: [Select][CE_BODY_TRANSFORMATION:START:16800]
[CE:CREATURE:WEREBEAST:DEFAULT]
[CE:PERIODIC:MOON_PHASE:27:0]
So the syndrome will not take effect for 16800 ticks. The creature that the target turns into is defined by its creature ID, followed by its caste ID. If there are no castes, then you would just put DEFAULT instead. The periodic argument isn't necessary, and in this case is for ensuring that the transformation only takes place during a full moon.
Though do note that a transformation lasts until a defined END point, so if your syndrome has no end, then the transformation is permanent. Without DFHack, a creature cannot be transformed again while currently under the effects of another transformation syndrome.
Names will still be the same, though body attributes may be different. This may include age.
That's what I thought, shame. I was planning something similar to CulixCupric, where the creature turns to stone, but in my version of Gorgons I was going to make the actual paralysis with a very small chance to resist, so that very rarely you get a heavy duty stone dwarf instead of a useless living immobile statue. I thought about doing this with a stone caste, but it will make a very different looking dwarf, even if named the same, unfortunately.With enough DFHack, you could change all of the attributes to match the old ones (though you might want to skip the skin color). There are actual descriptors and also some data about genetics that affect offspring. If the stone caste is sterile you don't need to worry about genetics, but you also lose control over the pronoun used in flavor text.
Noob as hell here, trying to get into modding. Would appreciate it greatly if you could answer several basic questions I had about creature modding:1. Not that I am aware of, it all basically gets copy-pasted into the creature anyway. Body plans, however, are not optional. You can't define a bodypart inside a creature token.
1. I know body detail plans are alot more quicker to write, but will there be any disadvantage if I manually declared tissues, materials, layering every step of the way? Will this slow down the game?
2. In the raws when declaring materials/tissues with body detail plans, those which are not needed are removed by the [REMOVE MATERIAL/TISSUE:...] tokens. Is it necessary to do so for everything that is not needed?
3. How are tissue layers ordered? What makes bones go underneath fat for example. Especially if I was to layer manually, say, inserting a layer of rock on the outside of a bronze colossus? Closest reference I've seen has been the Iron Man raws, which use [TISSUE_LAYER_UNDER:...].
Noob as hell here, trying to get into modding. Would appreciate it greatly if you could answer several basic questions I had about creature modding:
1. I know body detail plans are alot more quicker to write, but will there be any disadvantage if I manually declared tissues, materials, layering every step of the way? Will this slow down the game?
2. In the raws when declaring materials/tissues with body detail plans, those which are not needed are removed by the [REMOVE MATERIAL/TISSUE:...] tokens. Is it necessary to do so for everything that is not needed?
3. How are tissue layers ordered? What makes bones go underneath fat for example. Especially if I was to layer manually, say, inserting a layer of rock on the outside of a bronze colossus? Closest reference I've seen has been the Iron Man raws, which use [TISSUE_LAYER_UNDER:...].
Interesting. And jeez, that was a fast response. Since you're here anyway...4. The rcp files are for randomly-generated creatures like demons and forgotten beasts. They are valid BODY tokens if you want to use them.
4. What is the body_rcp file for? Does it differ in any way from the body_default, and can I freely use anything from the body_rcp as I would from the body_default file?
5. Also, for a BP like regular arms which has [CONTYPE:UPPERBODY], does this mean that if I have ten [UPPERBODY] body parts, I will get ten sets of arms, with most of the arms sharing the same name and stuff?
Definitely clears the air some bit, thanks!
So how do water and snow FBs stay intact? Just curious since you mentioned that water example.DF is perfectly willing to make bodyparts out of liquid materials. You need to specify that it leaks if you want it to gush out of a wound, otherwise it's just cartoony.
I believe it's because their tissue is defined as the liquid state, which means there is no change in state which disrupts the order of what the tissue thinks it should be, if that makes any sense? Hard for me to explain, like if I said the creatures skin is WATER and I want it SOLID (ice) and it warms up (because I didn't set something with a fixed temp to keep it cool) when it warms up the tissue material is now LIQUID, Tissue sees that it's material is no longer the required state, falls apart (releases material as the changed state, Pool of liquid, or cloud of gas)
As for the Snow FBs I think the same thing only they have a fixed temp (or a special clause) to make sure they don't melt. Because there are vomit FBs and the like and that's a liquid
I know I have made zombie creatures but didn't want them to bleed to death but still bleed (Excluding the BLOOD tag will prevent bleeding, or made up of tissue with no VASCULAR, easy route is remove BLOOD) so had to tissue layer under a fake blood tissue (without TISSUE_LEAKS, this tag for liquids will just have it all pour onto the ground at once) so combat that broke skin would also break off some of the blood layer spilling it, but the layer wouldn't leak/disappear
[ITEMCORPSE:BOULDER:NO_SUBTYPE:NONE:ICE]
[ITEMCORPSE_QUALITY:5]
-snip-Code: [Select][ITEMCORPSE:BOULDER:NO_SUBTYPE:NONE:ICE]
[ITEMCORPSE_QUALITY:5]
As for stuff that ought to melt, temperature isn't checked for every thing every tick. And for extra fun the arena seems to behave differently than the real game. A randomly-generated creature made of snow might wander the tunnels just fine until it got in the same tile as one of your dwarves... and be melted because the dwarf's homeotherm caused a temperature update for the beast's materials.
I have creatures that transform into another caste of themselves with a special part that is suppose to fall off, so it's connector part is made from a material that melts, after the transformation it takes roughly 500-800 game ticks for it to register that it has to melt.Oh, I have such painful memories of trying to make that kind of thing work. And it was an intermediate step in a complicated process that didn't really have anything to do with melting. Thankfully Warmist came up with a DFHack script for v0.34 that accomplished the end goal, and I never had to include melty bits again.
Note: Not trying to shoot you down Culix, there are many ways to go about this, Meph has Frost Giants and I believe they are made from a custom Ice that he made so they can survive in the hottest of locations and not melt and die, but still be made from Ice, So your method of making a Faux Ice is viable.No offense taken, I appreciate the response, input, and advice. I don't know much about forgotten beast/titan/clown gen.
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[ENTERS_BLOOD]
[SYNDROME]
[SYN_NAME:nocturian curse]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_IMMUNE_CREATURE:NOCTURIAN:ALL]
[CE_BODY_MAT_INTERACTION:MAT_TOKEN:BLOOD:START:0]
[CE:INTERACTION:NOCTURIAN_CURSE]
[CE:SYNDROME_TAG:SYN_INGESTED]
[CE:SYNDROME_TAG:SYN_INJECTED]
[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_INJECT_EXTRACT:LOCAL_CREATURE_MAT:BLOOD:LIQUID:100:100]
[SPECIALATTACK_INTERACTION:NOCTURIAN_CURSE]
[SPECIALATTACK_SUCK_BLOOD:25:50]
interaction_culix_curse_nocturnal
[OBJECT:INTERACTION]
[INTERACTION:NOCTURIAN_CURSE]
[I_SOURCE:DEITY]
[IS_USAGE_HINT:MAJOR_CURSE]
[IS_HIST_STRING_1: cursed ]
[IS_HIST_STRING_2: to prowl the night in search of blood]
[I_SOURCE:INGESTION]
[IS_HIST_STRING_1: consumed the tainted blood of ]
[IS_HIST_STRING_2: and was cursed]
[I_SOURCE:ATTACK]
[IS_HIST_STRING_1: was bitten by ]
[IS_HIST_STRING_2: and was cursed]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_REQUIRES:CAN_LEARN]
[IT_REQUIRES:HAS_BLOOD]
[IT_FORBIDDEN:NOT_LIVING]
[IT_FORBIDDEN:SUPERNATURAL]
[IT_CANNOT_HAVE_SYNDROME_CLASS:WERECURSE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:VAMPCURSE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:DISTURBANCE_CURSE]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_CLASS:VAMPCURSE]
[CE_BODY_TRANSFORMATION:SEV:100:PROB:25:RESISTABLE:SIZE_DILUTES:START:24000]
[CE:CREATURE:NOCTURIAN:DEFAULT]
Does anyone happen to know what happens if a fort has a building that is not on the entity's PERMITTED_BUILDING list? Can the dwarves still use it assuming the entity has the right PERMITTED_REACTIONs?Pretty sure this should work. Rise of the Mushroom Kingdom has it as a feature.
Thanks, the building is usable, and the reactions are available, but oddly the DFHack routine that's supposed to fire when the reaction completes is not firing. I'll check in the DFHack thread because it's probably something incredibly esoteric.Does anyone happen to know what happens if a fort has a building that is not on the entity's PERMITTED_BUILDING list? Can the dwarves still use it assuming the entity has the right PERMITTED_REACTIONs?Pretty sure this should work. Rise of the Mushroom Kingdom has it as a feature.
[INORGANIC:STONE_GUNPOWDER]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:gunpowder][DISPLAY_COLOR:7:7:1][TILE:34]
[IS_STONE]
[SOLID_DENSITY:2787]
[MATERIAL_VALUE:3]
[NO_STONE_STOCKPILE]
[REACTION:CREATE_ASH_GUNPOWDER]
[NAME:create gunpowder]
[BUILDING:KILN:NONE]
[REAGENT:saltpeter:1:BOULDER:NONE:INORGANIC:SALTPETER]
[REAGENT:sulfur:1:BOULDER:NONE:INORGANIC:BRIMSTONE]
[REAGENT:charcoal:150:BAR:NO_SUBTYPE:COAL:CHARCOAL]
[REAGENT:bag:1:BOX:NONE:NONE:NONE][EMPTY][BAG][PRESERVE_REAGENT]
[PRODUCT:100:1:POWDER_MISC:NONE:INORGANIC:STONE_GUNPOWDER][PRODUCT_DIMENSION:150]
[PRODUCT_TO_CONTAINER:bag]
[SKILL:SMELT]
[REACTION:CREATE_RIFLE_AMMO]
[NAME:create riffle ammo]
[BUILDING:CRAFTSMAN:NONE]
[REAGENT:metal:150:BAR:NO_SUBTYPE:METAL:NONE]
[REAGENT:gunpowder:1:POWDER_MISC:NONE:INORGANIC:STONE_GUNPOWDER]
[PRODUCT:100:50:AMMO:ITEM_AMMO_RIFLE_BULLET:GET_MATERIAL_FROM_REAGENT:metal:NONE]
[SKILL:FORGE_WEAPON]
the ammunition[ITEM_AMMO:ITEM_AMMO_RIFLE_BULLET]
[NAME:rifle ammunition:rifle ammunitions]
[CLASS:BULLET_RIFLE]
[SIZE:30]
[ATTACK:BLUNT:5:50:strike:strikes:NO_SUB:3000]
[ATTACK_PREPARE_AND_RECOVER:6:6]
the rifle[ITEM_WEAPON:ITEM_WEAPON_RIFLE_INFANTRY]
[NAME:infantry rifle:infantry rifles]
[SIZE:500]
[SKILL:HAMMER]
[RANGED:CROSSBOW:BULLET_RIFLE]
[SHOOT_FORCE:1750]
[SHOOT_MAXVEL:300]
[TWO_HANDED:0]
[MINIMUM_SIZE:20000]
[MATERIAL_SIZE:5]
[ATTACK:BLUNT:10000:4000:bash:bashes:NO_SUB:1250]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Hurl fireball]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:HAND]
[CDI:FLOW:FIREBALL]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:30]
So long as you have ammo, you can fire the weapon.Thanks. So i don't need to include the ammo in the entity raws and they can obtain it only through the reaction if i just include this in the entity file?
Weapons cannot use interactions without DFHack, and I don't know enough about that to tell you how it works.
Not quite sure what you mean by making ammunition single-use. It already is, as the only instance where ammo isn't destroyed is if it falls at least one Z-level without hitting anything.
[WEAPON:ITEM_WEAPON_RIFLE_INFANTRY]
[PERMITTED_REACTION:CREATE_ASH_GUNPOWDER]
[PERMITTED_REACTION:CREATE_RIFLE_AMMO]
Yes, though it may mess up the pre-generated soldiers that get stuck with rifles, as they will have no ammo to fire. You could create a custom reaction for the rifle as well, if you do not want the civilization to be able to use rifles right off the bat.
[INORGANIC:POTION_NOCTURIAN]
[DISPLAY_COLOR:4:4:1][TILE:139]
[USE_MATERIAL_TEMPLATE:PLANT_ALCOHOL_TEMPLATE]
[EDIBLE_RAW]
[PREFIX:NONE]
[STATE_NAME_ADJ:ALL_SOLID:frozen blood of nocturne]
[STATE_NAME_ADJ:LIQUID:blood of nocturne]
[STATE_NAME_ADJ:GAS:boiling blood of nocturne]
[MAT_FIXED_TEMP:10067]
[MELTING_POINT:1000]
[BOILING_POINT:21000]
[SYNDROME]
[SYN_NAME:nocturian curse]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_IMMUNE_CREATURE:NOCTURIAN:ALL]
[CE_BODY_TRANSFORMATION:START:100]
[CE:CREATURE:NOCTURIAN:DEFAULT]
reaction_culix_library
[OBJECT:REACTION]
[REACTION:CREATE_TOOL_CANDLE_FROM_TALLOW] candle light
[NAME:make candle from tallow]
[BUILDING:WORKSHOP_LAB_SCHOLAR:CUSTOM_T]
[REAGENT:tallow:150:GLOB:NONE:NONE:NONE][REACTION_CLASS:TALLOW][UNROTTEN]
[PRODUCT:100:1:TOOL:ITEM_TOOL_CANDLE:GET_MATERIAL_FROM_REAGENT:tallow:NONE]
[SKILL:SOAP_MAKING]
[REACTION:CREATE_TOOL_CANDLE_FROM_WAX] candle light
[NAME:make candle from wax]
[BUILDING:WORKSHOP_LAB_SCHOLAR:CUSTOM_W]
[REAGENT:wax:150:GLOB:NONE:NONE:NONE][REACTION_CLASS:WAX]
[PRODUCT:100:1:TOOL:ITEM_TOOL_CANDLE:GET_MATERIAL_FROM_REAGENT:wax:NONE]
[SKILL:WAX_WORKING]
[REACTION:CREATE_TOOL_NOTEBOOK] dummy out later
[NAME:bind notebook]
[BUILDING:WORKSHOP_LAB_SCHOLAR:CUSTOM_B]
[REAGENT:leather:2:SKIN_TANNED:NONE:NONE:NONE]
[REAGENT:cloth:10:CLOTH:NONE:NONE:NONE][MIN_DIMENSION:10000]
[PRODUCT:100:1:TOOL:ITEM_TOOL_NOTEBOOK:GET_MATERIAL_FROM_REAGENT:leather:NONE]
[SKILL:LEATHERWORK]
[REACTION:ACTION_STUDY_WRITE_BOOK]
[NAME:bind book]
[BUILDING:WORKSHOP_LAB_SCHOLAR:CUSTOM_B]
[REAGENT:leather:2:SKIN_TANNED:NONE:NONE:NONE]
[REAGENT:cloth:10:CLOTH:NONE:NONE:NONE][MIN_DIMENSION:10000]
[PRODUCT:100:1:BOOK:NO_SUBTYPE:GET_MATERIAL_FROM_REAGENT:leather:NONE]
[SKILL:LEATHERWORK]
[REACTION:CREATE_TOOL_PENCIL]
[NAME:make pencils]
[BUILDING:WORKSHOP_LAB_SCHOLAR:CUSTOM_P]
[REAGENT:wood:1:WOOD:NONE:NONE:NONE]
[REAGENT:graphite:1:ANY_RAW_MATERIAL:NONE:INORGANIC:GRAPHITE]
[REAGENT:mortar:1:TOOL:ITEM_TOOL_MORTAR:NONE:NONE]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:pestal:1:WEAPON:ITEM_TOOL_PESTLE:NONE:NONE]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:100:TOOL:ITEM_TOOL_PENCIL:GET_MATERIAL_FROM_REAGENT:wood:NONE]
[SKILL:CARPENTRY]
[REACTION:ACTIONSTUDY_COMPILE_NOTES] uses candle light and study tools
[NAME:compile notes]
[BUILDING:WORKSHOP_SKILL_LIBRARY:CUSTOM_C]
[REAGENT:notebook:1:BOOK:NONE:NONE:NONE]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:pencil:1:TOOL:ITEM_TOOL_PENCIL:NONE:NONE]
[REAGENT:candle:1:TOOL:ITEM_TOOL_CANDLE:NONE:NONE]
[REAGENT:notes:10:TOOL:ITEM_TOOL_NOTEPAGES:NONE:NONE]
[REAGENT:cloth:1:CLOTH:NONE:NONE:NONE][MIN_DIMENSION:10000]
[IMPROVEMENT:50:notebook:PAGES:GET_MATERIAL_FROM_REAGENT:cloth:NONE]
[SKILL:ORGANIZATION]
[REACTION:ACTIONSTUDY_CREATE_NOTES]
[NAME:make notes]
[BUILDING:WORKSHOP_SKILL_LIBRARY:CUSTOM_N]
[REAGENT:notebook:1:BOOK:NONE:NONE:NONE]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:calculator:1:TOOL:ITEM_TOOL_ABACUS:NONE:NONE]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:pencil:1:TOOL:ITEM_TOOL_PENCIL:NONE:NONE]
[REAGENT:candle:1:TOOL:ITEM_TOOL_CANDLE:NONE:NONE]
[REAGENT:cloth:1:CLOTH:NONE:NONE:NONE][MIN_DIMENSION:10000]
[IMPROVEMENT:5:notebook:PAGES:GET_MATERIAL_FROM_REAGENT:cloth:NONE]
[PRODUCT:100:1:TOOL:ITEM_TOOL_NOTEPAGES:GET_MATERIAL_FROM_REAGENT:cloth:NONE]
[SKILL:WRITING]
[REACTION:ACTIONSTUDY_PRACTICE_REVIEW]
[NAME:review notes]
[BUILDING:WORKSHOP_SKILL_LIBRARY:CUSTOM_R]
[REAGENT:notebook:1:BOOK:NONE:NONE:NONE]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:notes:1:TOOL:ITEM_TOOL_NOTEPAGE:NONE:NONE]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:pencil:1:TOOL:ITEM_TOOL_PENCIL:NONE:NONE]
[REAGENT:candle:1:TOOL:ITEM_TOOL_CANDLE:NONE:NONE]
[REAGENT:notes:5:TOOL:ITEM_TOOL_NOTEPAGES:NONE:NONE]
[REAGENT:cloth:1:CLOTH:NONE:NONE:NONE][MIN_DIMENSION:10000]
[IMPROVEMENT:5:notebook:PAGES:GET_MATERIAL_FROM_REAGENT:cloth:NONE]
[PRODUCT:25:1:TOOL:ITEM_TOOL_NOTEPAGES:GET_MATERIAL_FROM_REAGENT:cloth:NONE]
[SKILL:KNOWLEDGE_ACQUISITION]
Edible or otherwise usable growths should have [STOCKPILE_PLANT_GROWTH] in their material definitions for proper stockpiling, and must have both [STOCKPILE_PLANT_GROWTH] and [STRUCTURAL_PLANT_MAT] to be picked in fortress mode. This also lets them be collected from plant gathering and farming jobs, unless the growth is linked to the plant itself through a reaction, as in quarry bushes.
there are a couple of scripts that can trigger on certain events such as a completed reaction and then run other scripts, which may or may not cause a syndrome on the performing dwarf, cause the apocalypse, etc. so reaction->syndrome is entirely possible. in fact, you could bestow a syndrome on all dwarves instead, or certain kinds of units, or any dwarv that has a certain characteristic and so on.those are in the hack folder of dfhack, how do i use them inside of reactions though?Spoiler (click to show/hide)
that should typically come with dhack if i am not mistaken, otherwise you may want to check the 3rdParty&utilities forum or expewnents git: https://github.com/expwnent?tab=repositories
Okay, so I'm trying to create a syndrome that encourages my modded race to spend as little time underground as necessary. Mainly by giving them horrible symptoms if they stay underground for extended periods of time. Is Cave Adaptation a valid trigger for non-dwarves too?i think that's correct. here's a fragment that may do what you want for the symptoms.
ETA:And second question: Is there a way to make them be born with it?I realized if Cave Adaptation is a valid counter then chances are everyone in my species IS born with it.
[SYNDROME]
[CE_DIZZINESS:SEV:100:PROB:100:RESISTABLE:START:10:END:25]
[CE:COUNTER_TRIGGER:CAVE_ADAPT:1200:NONE:REQUIRED]
[CE_NAUSEA:SEV:100:PROB:100:RESISTABLE:START:10:END:25]
[CE:COUNTER_TRIGGER:CAVE_ADAPT:1200:NONE:REQUIRED]
[OBJECT:INTERACTION]
[INTERACTION: DEEP_TERROR]
[I_SOURCE:REGION]
[IS_REGION:ALL]
[IS_FREQUENCY:100]
[IS_HIST_STRING_1: cursed]
[IS_HIST_STRING_2: to forever dread the depths of the world.]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_AFFECTED_CREATURE:MRRROW:ALL]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED]
[I_EFFECT:ADD_SYNDROME]
[SYNDROME]
[SYN_NAME:cave sickness]
[SYN_AFFECTED_CREATURE:Mrrrow:ALL]
[CE_DIZZINESS:SEV:100:PROB:100:RESISTABLE:START:10:END:25]
[CE:COUNTER_TRIGGER:CAVE_ADAPT:16800:NONE:REQUIRED]
[CE_NAUSEA:SEV:100:PROB:100:RESISTABLE:START:10:END:25]
[CE:COUNTER_TRIGGER:CAVE_ADAPT:33600:NONE:REQUIRED]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_LOCATION:IN_WATER]
[IE_LOCATION:IN_MAGMA]
Is this a good start?Code: [Select][OBJECT:INTERACTION]
[INTERACTION: DEEP_TERROR]
[I_SOURCE:REGION]
[IS_REGION:ALL]
[IS_FREQUENCY:100]
[IS_HIST_STRING_1: cursed]
[IS_HIST_STRING_2: to forever dread the depths of the world.]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_AFFECTED_CREATURE:MRRROW:ALL]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED]
[I_EFFECT:ADD_SYNDROME]
[SYNDROME]
[SYN_NAME:cave sickness]
[SYN_AFFECTED_CREATURE:Mrrrow:ALL]
[CE_DIZZINESS:SEV:100:PROB:100:RESISTABLE:START:10:END:25]
[CE:COUNTER_TRIGGER:CAVE_ADAPT:16800:NONE:REQUIRED]
[CE_NAUSEA:SEV:100:PROB:100:RESISTABLE:START:10:END:25]
[CE:COUNTER_TRIGGER:CAVE_ADAPT:33600:NONE:REQUIRED]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_LOCATION:IN_WATER]
[IE_LOCATION:IN_MAGMA]
The symptoms are just placeholders until I've got the format figured out properly.
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[ENTERS_BLOOD]
[SYNDROME]
[SYN_INHALED]
[SYN_INJECTED]
[SYN_INGESTED]
[CE_BODY_MAT_INTERACTION:MAT_TOKEN:BLOOD:START:1]
[SYN_NAME:cave sickness]
[SYN_AFFECTED_CREATURE:Mrrrow:ALL]
[CE_DIZZINESS:SEV:100:PROB:100:RESISTABLE:START:10:END:25]
[CE:COUNTER_TRIGGER:CAVE_ADAPT:16800:NONE:REQUIRED]
[CE_NAUSEA:SEV:100:PROB:100:RESISTABLE:START:10:END:25]
[CE:COUNTER_TRIGGER:CAVE_ADAPT:33600:NONE:REQUIRED]
And if I use that counter, it replaces any need for bites or contact poisons, right?
And if I use that counter, it replaces any need for bites or contact poisons, right?
[CAN_DO_INTERACTION:CAVE_WEAKNESS]
[CDI:ADV_NAME:Activate Fear]
[CDI:TARGET:A:SELF_ONLY]
[CDI:WAIT_PERIOD:16800]
[CDI:FREE_ACTION]
will use it when they can on themselves, interaction effect is all up to you
Oh dear Armok, suicide bombing diseases. Give it a delayed effect, and let the victim go to the booze pile . . .
Bye bye fortress.
[INTERACTION:DISEASE_URISTMC]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_AFFECTED_CREATURE:DWARF:ALL]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Urist]
[SYNDROME]
[SYN_CONTACT]
[SYN_AFFECTED_CREATURE:DWARF:ALL]
[CE_DISPLAY_NAME:NAME:Urist Mc:Urist Mc:Urist-like:START:0]
Coupling them together makes a deadly combo. A rap star that makes everyone blow up around him or her . . .yeah. i wish [CE_ADD_TAG] would allow any creature tag to be added instead of having to transform them into a creature with [HOMEOTHERM:99099]. it would result in endless possibilities.
Coupling them together makes a deadly combo. A rap star that makes everyone blow up around him or her . . .yeah. i wish [CE_ADD_TAG] would allow any creature tag to be added instead of having to transform them into a creature with [HOMEOTHERM:99099]. it would result in endless possibilities.
How do I contain magma made in a reaction safely, and then release it or change the output square?
I will look into it. also, is it possible to mod in new fuel?Coupling them together makes a deadly combo. A rap star that makes everyone blow up around him or her . . .yeah. i wish [CE_ADD_TAG] would allow any creature tag to be added instead of having to transform them into a creature with [HOMEOTHERM:99099]. it would result in endless possibilities.
How do I contain magma made in a reaction safely, and then release it or change the output square?
I don't think the HOMEOTHERM works as making the creature explosive since the implementation of tissues and materials if it does carry on.
Also I believe you make the workshop out of magma safe materials, run the reaction to produce misc_liquid of INORGANIC:NONE make a bunch of it then deconstruct the workshop to release it, hopefully the poor worker is fast enough to book it out of there. One person that can Answer this better than I would be Meph as I believe he's done it more than I have (I did it once when the SCIENCE! was happening) there was also something else regarding using minecarts where it would take from the workshop and be dumped into the minecart and then it would be pushed to it's target location and dump it.
no way to make new fuel other than something that can be turned into:
COAL:COKE
or
COAL:CHARCOAL
so you could have something that can be processed into either or, like "Crude Oil" + Water + Fuel > 3 Coke or something just a rough example
reaction_culix_fuel
[OBJECT:REACTION]
[REACTION:REFINE_FUEL_BAR_ALCOHOL] ethanol
[NAME:refine alcohol]
[BUILDING:WORKSHOP_REFINERY_FUEL:CUSTOM_A]
[REAGENT:alcohol:150:DRINK:NO_SUBTYPE:NONE:NONE]
[REAGENT:B:1:NONE:NONE:NONE:NONE]
[CONTAINS:alcohol]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:charcoal:750:BAR:NO_SUBTYPE:COAL:CHARCOAL]
[PRODUCT:100:3:BAR:NO_SUBTYPE:COAL:NO_MATGLOSS][PRODUCT_DIMENSION:150]
[FUEL]
[SKILL:SMELT]
[REACTION:REFINE_FUEL_BAR_PLANT_OIL] biodiesel
[NAME:refine oil]
[BUILDING:WORKSHOP_REFINERY_FUEL:CUSTOM_O]
[REAGENT:oil:150:LIQUID_MISC:NONE:NONE:NONE][ANY_PLANT_MATERIAL]
[UNROTTEN]
[REAGENT:B:1:NONE:NONE:NONE:NONE]
[CONTAINS:oil]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:charcoal:150:BAR:NO_SUBTYPE:COAL:CHARCOAL]
[PRODUCT:100:3:BAR:NO_SUBTYPE:COAL:NO_MATGLOSS][PRODUCT_DIMENSION:150]
[FUEL]
[SKILL:SMELT]
[REACTION:REFINE_FUEL_BAR_TALLOW] biodiesel
[NAME:refine tallow]
[BUILDING:WORKSHOP_REFINERY_FUEL:CUSTOM_T]
[REAGENT:tallow:150:GLOB:NONE:NONE:NONE][REACTION_CLASS:TALLOW][UNROTTEN]
[REAGENT:charcoal:150:BAR:NO_SUBTYPE:COAL:CHARCOAL]
[PRODUCT:100:3:BAR:NO_SUBTYPE:COAL:NO_MATGLOSS][PRODUCT_DIMENSION:150]
[FUEL]
[SKILL:SMELT]
[REACTION:REFINE_FUEL_BAR_BONE] bonemeal briquettes
[NAME:refine bonemeal]
[BUILDING:WORKSHOP_REFINERY_FUEL:CUSTOM_B]
[REAGENT:bone:1:CORPSEPIECE:NONE:NONE:NONE][USE_BODY_COMPONENT][UNROTTEN]
[REAGENT:charcoal:150:BAR:NO_SUBTYPE:COAL:NONE]
[PRODUCT:100:3:BAR:NO_SUBTYPE:COAL:NO_MATGLOSS][PRODUCT_DIMENSION:150]
[FUEL]
[SKILL:SMELT]
[REACTION:REFINE_FUEL_BAR_CLAY] clay/peat briquettes
[NAME:refine briquettes]
[BUILDING:WORKSHOP_REFINERY_FUEL:CUSTOM_C]
[REAGENT:clay:1:BOULDER:NONE:NONE:NONE][HAS_MATERIAL_REACTION_PRODUCT:FIRED_MAT]
[REAGENT:charcoal:150:BAR:NO_SUBTYPE:COAL:CHARCOAL]
[PRODUCT:100:4:BAR:NO_SUBTYPE:COAL:NO_MATGLOSS][PRODUCT_DIMENSION:150]
[FUEL]
[SKILL:SMELT]
Small-ish question that I feel like probably doesn't have a concrete answer: If bones/Skin are made tougher on the creature, when they're butchered, and said skin and bones tanned/carved, does that make the resulting armor/weapons stronger if the requisite values are higher?Yes, but you'll have to do the same to the leather.
And more importantly, can this be preserved through non tanner/leatherworker workshop stuff? Like if I make a reaction that takes a particular type of skin or leather, and turns it into an armor, will it retain those boosted "stats" or no?
A bit more broad of a question then I originally intended, oh well. Thanks in advance!
[REACTION:CREATE_AMMO_RIFLE]
[NAME:create rifle ammo]
[BUILDING:WORKSHOP_FOUNDARY_FIREARMS:NONE]
[REAGENT:metal:150:BAR:NO_SUBTYPE:METAL:NONE]
[REAGENT:gunpowder:150:POWDER_MISC:NONE:INORGANIC:STONE_GUNPOWDER]
[PRODUCT:100:50:AMMO:ITEM_AMMO_RIFLE_BULLET:GET_MATERIAL_FROM_REAGENT:metal:NONE]
[SKILL:FORGE_WEAPON]
You're not applying it to a game in progress, are you?No, it was there during world gen.
this reaction won't show up in the workshop, and it is permitted in the entity file. what's causing this to not show up? is there an error in the reaction?Code: [Select][REACTION:CREATE_AMMO_RIFLE]
[NAME:create rifle ammo]
[BUILDING:WORKSHOP_FOUNDARY_FIREARMS:NONE]
[REAGENT:metal:150:BAR:NO_SUBTYPE:METAL:NONE]
[REAGENT:gunpowder:150:POWDER_MISC:NONE:INORGANIC:STONE_GUNPOWDER]
[PRODUCT:100:50:AMMO:ITEM_AMMO_RIFLE_BULLET:GET_MATERIAL_FROM_REAGENT:metal:NONE]
[SKILL:FORGE_WEAPON]
edit: also, is there a way i can make it so i can choose what metal to use when i give the task in-game?
this reaction won't show up in the workshop, and it is permitted in the entity file. what's causing this to not show up? is there an error in the reaction?Code: [Select][REACTION:CREATE_AMMO_RIFLE]
[NAME:create rifle ammo]
[BUILDING:WORKSHOP_FOUNDARY_FIREARMS:NONE]
[REAGENT:metal:150:BAR:NO_SUBTYPE:METAL:NONE]
[REAGENT:gunpowder:150:POWDER_MISC:NONE:INORGANIC:STONE_GUNPOWDER]
[PRODUCT:100:50:AMMO:ITEM_AMMO_RIFLE_BULLET:GET_MATERIAL_FROM_REAGENT:metal:NONE]
[SKILL:FORGE_WEAPON]
edit: also, is there a way i can make it so i can choose what metal to use when i give the task in-game?
As far as I know, no you cannot make a generic reaction a propose what to use for it (unless you micromanage stockpiles; Make small bar stockpile near workshop, stockpile only can hold your desired metal types, can also take from gunpowder stockpile)
You can limit what kinds are actually used by using [REACTION_CLASS:<custom tag you make>] in the material [INORGANIC:COPPER and/or LEAD] and then applying that [REACTION_CLASS:xxx] to your reagent, that will drop the range of metals to use.
EDIT:
Also the file the reaction in starts with:
reaction_xxxx.txt for the filename
and the head in the file is
reaction_xxxx
and has
[OBJECT:REACTION]
before the reaction definitions?
reaction_culix_other
[OBJECT:REACTION]
[REACTION:COLLECT_SEEDS_TO_BAG]
[NAME:harvest seeds]
[BUILDING:FARMER:CUSTOM_D]
[REAGENT:plant:1:PLANT:NONE:NONE:NONE]
[UNROTTEN]
[REAGENT:bag:1:BOX:NONE:NONE:NONE][EMPTY][BAG][PRESERVE_REAGENT]
[PRODUCT:100:3:SEEDS:NONE:GET_MATERIAL_FROM_REAGENT:plant:SEED_MAT]
[PRODUCT_TO_CONTAINER:bag]
[SKILL:PLANT]
[REACTION:BURN_THE_BODIES]
[NAME:cremate corpse]
[BUILDING:SMELTER:NONE]
[REAGENT:corpse:1:CORPSEPIECE:NONE:NONE:NONE][USE_BODY_COMPONENT]
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:CHARCOAL][PRODUCT_DIMENSION:150]
[FUEL]
[SKILL:SMELT]
[REACTION:BURN_THE_PLANTS]
[NAME:burn plants]
[BUILDING:SMELTER:NONE]
[REAGENT:plants:8:PLANT:NONE:NONE:NONE]
[PRODUCT:100:4:BAR:NO_SUBTYPE:COAL:CHARCOAL][PRODUCT_DIMENSION:150]
[FUEL]
[SKILL:SMELT]
[REACTION:BURN_THE_BUGS]
[NAME:burn dead vermin]
[BUILDING:SMELTER:NONE]
[REAGENT:vermin:5:REMAINS:NONE:NONE:NONE]
[PRODUCT:20:1:BAR:NO_SUBTYPE:COAL:CHARCOAL][PRODUCT_DIMENSION:150]
[SKILL:SMELT]
[AUTOMATIC]
[REACTION:CREATE_CLAYSTONE_STONE]
[NAME:create claystone]
[BUILDING:KILN:NONE]
[REAGENT:clay:1:BOULDER:NONE:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:FIRED_MAT]
[PRODUCT:100:1:BOULDER:NONE:INORGANIC:CLAYSTONE]
[FUEL]
[SKILL:POTTERY]
[REACTION:CREATE_SANDSTONE_STONE]
[NAME:create sandstone]
[BUILDING:KILN:NONE]
[REAGENT:clay:1:BOULDER:NONE:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:FIRED_MAT]
[REAGENT:sand:150:POWDER_MISC:NONE:INORGANIC:SAND]
[PRODUCT:100:1:BOULDER:NONE:INORGANIC:SANDSTONE]
[FUEL]
[SKILL:POTTERY]
[REACTION:CREATE_SILTSTONE_STONE]
[NAME:create siltstone]
[BUILDING:KILN:NONE]
[REAGENT:clay:1:BOULDER:NONE:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:FIRED_MAT]
[REAGENT:sand:150:POWDER_MISC:NONE:INORGANIC:SAND]
[PRODUCT:100:1:BOULDER:NONE:INORGANIC:SILTSTONE]
[FUEL]
[SKILL:POTTERY]
[REACTION:CREATE_QUARTZITE_STONE]
[NAME:create quartzite]
[BUILDING:KILN:NONE]
[REAGENT:sandstone:1:BOULDER:NONE:INORGANIC:SANDSTONE]
[PRODUCT:100:1:BOULDER:NONE:INORGANIC:QUARTZITE]
[FUEL]
[SKILL:POTTERY]
[REACTION:CREATE_GRAPHITE_STONE]
[NAME:create graphite]
[BUILDING:KILN:NONE]
[REAGENT:clay:1:BOULDER:NONE:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:FIRED_MAT]
[REAGENT:coal:150:BAR:NO_SUBTYPE:COAL:NO_MATGLOSS]
[PRODUCT:100:1:BOULDER:NONE:INORGANIC:GRAPHITE]
[FUEL]
[SKILL:POTTERY]
[REACTION:CREATE_ASH_GUNPOWDER]
[NAME:create gunpowder]
[BUILDING:WORKSHOP_FOUNDARY_FIREARMS:NONE]
[REAGENT:saltpeter:1:BOULDER:NONE:INORGANIC:SALTPETER]
[REAGENT:sulfur:1:BOULDER:NONE:INORGANIC:BRIMSTONE]
[REAGENT:charcoal:150:BAR:NO_SUBTYPE:COAL:CHARCOAL]
[REAGENT:bag:1:BOX:NONE:NONE:NONE][EMPTY][BAG][PRESERVE_REAGENT]
[PRODUCT:100:1:POWDER_MISC:NONE:INORGANIC:STONE_GUNPOWDER][PRODUCT_DIMENSION:150]
[PRODUCT_TO_CONTAINER:bag]
[SKILL:SMELT]
[REACTION:CREATE_WEAPON_RIFLE]
[NAME:create infantry rifle]
[BUILDING:WORKSHOP_FOUNDARY_FIREARMS:NONE]
[REAGENT:metal:900:BAR:NO_SUBTYPE:METAL:NONE]
[PRODUCT:100:50:WEAPON:ITEM_WEAPON_RIFLE_INFANTRY:GET_MATERIAL_FROM_REAGENT:metal:NONE]
[SKILL:FORGE_WEAPON]
[REACTION:CREATE_AMMO_RIFLE]
[NAME:create rifle ammo]
[BUILDING:WORKSHOP_FOUNDARY_FIREARMS:NONE]
[REAGENT:metal:150:BAR:NO_SUBTYPE:METAL:NONE]
[REAGENT:gunpowder:150:POWDER_MISC:NONE:INORGANIC:STONE_GUNPOWDER]
[PRODUCT:100:50:AMMO:ITEM_AMMO_RIFLE_BULLET:GET_MATERIAL_FROM_REAGENT:metal:NONE]
[SKILL:FORGE_WEAPON]
Another question, is it possible for equipped gear to provide stat boosts?It's possible you could use dfhack scripts to attach a temporary non-contagious syndrome on item equip.
It's been a while since I've modded, so I'm not really up to date on what all's changed.
Another question, is it possible for equipped gear to provide stat boosts?It's possible you could use dfhack scripts to attach a temporary non-contagious syndrome on item equip.
It's been a while since I've modded, so I'm not really up to date on what all's changed.
Same here (for 3rd party) however you can still make "Potions" which is a consumable syndrome that gives stat boosts (managing your army to drink said potion at the right time would be as far as I know impossible but I stopped modding before 40.xx so it might be now)Another question, is it possible for equipped gear to provide stat boosts?It's possible you could use dfhack scripts to attach a temporary non-contagious syndrome on item equip.
It's been a while since I've modded, so I'm not really up to date on what all's changed.
Ah, I'd rather not use 3rd party stuff for modding, unfortunately. Thanks though!
(managing your army to drink said potion at the right time would be as far as I know impossible but I stopped modding before 40.xx so it might be now)Still impossible.
Does anyone know a program I can use to view/modify randomly generated raws that works for DF2014?
[BODY_SIZE:0:0:2500]
[BODY_SIZE:1:168:13500]
[BODY_SIZE:12:0:55500]
[BODY_APPEARANCE_MODIFIER:HEIGHT:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
[BODY_APPEARANCE_MODIFIER:BROADNESS:50:50:50:50:50:50:50]
[APP_MOD_IMPORTANCE:500]
several questions.
1. What ways and methods do you use to keep tokens organized inside your raw files?
2. are there possible ways to add alternatives to coffins for burial/corpse disposal?
3. would hand carts (see spoiler) be too over powered? can I improve it to be more balanced with wheel barrows?Spoiler (click to show/hide)
4. opinions on adding silk reed plants and varieties of above ground mushrooms? ways to make each mushroom type unique instead of all being reskins?
5. is it possible to make it so embarking with a non-dwarf civ in fort mode, that it lists things other than 'dwarven history', 'mountainhome' etc? basically custom embark stuff?
6. can a creature caste have both [MALE] and [FEMALE]? how does it effect reproduction? can there be another caste with [NO_GENDER] within the same creature?
7. what are the possible concequences of a creature having [HOMEOTHERM:10015] ?
8. if one caste is smaller than another and their civilization has access to certain weapons, and one doesn't meet the size requirements, they can't weild them regardless of the civilizations access to them, correct?
9. I am working on another creature, these impish beings. I am trying to work out their body size and height broadness tokens. for reference, they are 1 foot wide and 1 to 2 feet tall, similar to the miniblins from the zelda windwaker game in size/stature. would this be correct?Code: [Select][BODY_SIZE:0:0:2500]
[BODY_SIZE:1:168:13500]
[BODY_SIZE:12:0:55500]
[BODY_APPEARANCE_MODIFIER:HEIGHT:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
[BODY_APPEARANCE_MODIFIER:BROADNESS:50:50:50:50:50:50:50]
[APP_MOD_IMPORTANCE:500]
10. would the impish creatures be unable to wield weapons that they don't meet the size requirement for, but still make them?
1. No real organization for creatures, but entities have tokens separated into groups that alter similar things, such as biomes/city types being grouped together. I tend to keep things alphabetized though.
2. Not that I'm aware of. Either use a coffin or carve a slab.
3. Comparing container capacity would help.
4. Use real-life examples, maybe? Give them unique uses such as dyes, or maybe make them minor toxins/irritants.
5. Not within the raws.
6. Two genders in one caste is not possible. One tag will overwrite the other. Having genderless castes should be fine though.
7. Not sure about that specific number, but odd homeotherms may damage tissue materials, or confuse the creature into thinking it is too hot or cold to eat, and consequently starving.
8. Last I checked, Fortress Mode didn't look at sizes on an individual basis, and did it based on the race's size. They may still wield improperly sized gear.
9. It looks like they can be between 75% to 125% the average height, but are always 50% thin. If you want them to always be noted as thin, with varying height, then yes.
10. Yes, if their entity is permitted the weapons.
Can I change how angry a civ gets if you seize the goods from its merchants? I've stolen from the same civs like 5 times in a row and they don't care.[ETHIC:THEFT:APPALLING]
I am using
[PROGRESS_TRIGGER_POPULATION:1]
[PROGRESS_TRIGGER_PRODUCTION:1]
[PROGRESS_TRIGGER_TRADE:1]
[PROGRESS_TRIGGER_POP_SIEGE:3]
[PROGRESS_TRIGGER_PROD_SIEGE:1]
[PROGRESS_TRIGGER_TRADE_SIEGE:1]
I copied it from elves I think.
Is it possible for the same interactions to have multiple sources?
For instance, I'd like war deities to not only create slabs but also bless random people with the same interaction.
Can I change how angry a civ gets if you seize the goods from its merchants? I've stolen from the same civs like 5 times in a row and they don't care.[ETHIC:THEFT:APPALLING]
I am using
[PROGRESS_TRIGGER_POPULATION:1]
[PROGRESS_TRIGGER_PRODUCTION:1]
[PROGRESS_TRIGGER_TRADE:1]
[PROGRESS_TRIGGER_POP_SIEGE:3]
[PROGRESS_TRIGGER_PROD_SIEGE:1]
[PROGRESS_TRIGGER_TRADE_SIEGE:1]
I copied it from elves I think.
Also if you want to start some violent activity quick, just kill all but one member of the teams that come, the survivor will tell the tale of violence and hostility will happen faster
hack/scriptsWhat do I put in for syntax? There's no help and no readme. It gives me this error every time, no matter what I put in:
you need dfhack
I thought APPALLING was the worst for Ethics? SHUN is another one. There is a chart on the Wiki for the levels of disgust and likabilityCan I change how angry a civ gets if you seize the goods from its merchants? I've stolen from the same civs like 5 times in a row and they don't care.[ETHIC:THEFT:APPALLING]
I am using
[PROGRESS_TRIGGER_POPULATION:1]
[PROGRESS_TRIGGER_PRODUCTION:1]
[PROGRESS_TRIGGER_TRADE:1]
[PROGRESS_TRIGGER_POP_SIEGE:3]
[PROGRESS_TRIGGER_PROD_SIEGE:1]
[PROGRESS_TRIGGER_TRADE_SIEGE:1]
I copied it from elves I think.
Also if you want to start some violent activity quick, just kill all but one member of the teams that come, the survivor will tell the tale of violence and hostility will happen faster
Interesting. If a stronger reaction than APPALLING was used, would they react more strongly?
I think that's a tester. I don't quite remember if they'll succesfully dig with it even if the skill is not there.I made a shovel weapon. it uses mining as it's skill. I will test it later.
[PERSONALITY:TOLERANT:0:25:100]
[PERSONALITY:TRUST:0:25:100]
[PERSONALITY:ACTIVITY_LEVEL:25:75:100]
[PERSONALITY:ANGER_PROPENSITY:25:75:100]
[PERSONALITY:HATE_PROPENSITY:25:75:100]
[PERSONALITY:ENVY_PROPENSITY:0:75:100]
[PERSONALITY:STRESS_VULNERABILITY:0:25:100]
[PERSONALITY:VIOLENT:25:75:100]
[PERSONALITY:IMMODERATION:50:75:100]
What do I put in for syntax? There's no help and no readme. It gives me this error every time, no matter what I put in:
(http://i.imgur.com/Bmcj31X.png)
[INTERACTION:CASTSPELL_ANIMATE_DEAD_LESSER]
[I_TARGET:A:CORPSE]
[IT_LOCATION:CONTEXT_ITEM]
[IT_AFFECTED_CLASS:GENERAL_POISON]
[IT_REQUIRES:FIT_FOR_RESURRECTION]
[IT_FORBIDDEN:NOT_LIVING]
[IT_MANUAL_INPUT:corpses]
[I_EFFECT:RESURRECT]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Animated corpse]
[SYNDROME]
[CE_SPEED_CHANGE:SPEED_PERC:30:START:0]
[CE_ADD_TAG:NO_AGING:NOT_LIVING:EXTRAVISION:NOEXERT:NOPAIN:NOBREATHE:NONAUSEA:NO_DIZZINESS:NO_FEVERS:NOEMOTION:PARALYZEIMMUNE:NOFEAR:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:NO_CONNECTIONS_FOR_MOVEMENT:START:0]
[CE_REMOVE_TAG:HAS_BLOOD:TRANCES:LIKES_FIGHTING:MISCHIEVOUS:START:0]
if a citizen in your fort can use this interaction...It should because you are literally just bringing them back to life resistant to death and without bad emotions.
---
would it create a psuedo-zombie, that would act like it did when it was alive, and be able to be assigned labors it was a former citizen?
It says that there's an unexpected something around line 8. And I can certainly see a lone slash just sitting there.It worked! Thanks!
Have you tried... deleting that thing?
[CREATURE:CRYSTIN]
[CASTE:MALE_CRYST]
[MALE]
[CASTE_NAME:crystin]
[POP_RATIO:1]
[CASTE:FEMALE_CRYST]
[FEMALE]
[CASTE_NAME:crystin]
[POP_RATIO:1]
[SELECT_CASTE:ALL]
[BODY:HUMANOID:BRIAN:2EYES:3FINGERS:TAIL]
[TISSUE:RUBY]
[TISSUE_NAME:ruby:ruby]
[TISSUE_MATERIAL:INORGANIC:RUBY]
[STRUCTURAL]
[MUSCULAR]
[RELATIVE_THICKNESS:2]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:ALL:RUBY]
[TISSUE:DIAMOND]
[TISSUE_NAME:diamond:diamond]
[TISSUE_MATERIAL:INORGANIC:DIAMOND]
[FUNCTIONAL]
[STRUCTURAL]
[CONNECTS]
[RELATIVE_THICKNESS:1]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:EYES:DIAMOND]
is it possible to, and how would i, make a syndrome that applies a creature variation to its target?To expand on Putnam's thought a bit, you can make a distinct creature which is a variant of the target, and transform the target into that. Two drawbacks:
actually, i wanted to make it so i could create a weaponizable toxin/disease, and use it to make sentient invaders into breedable farmable livestock. i think i will try a syndrome with ...is it possible to, and how would i, make a syndrome that applies a creature variation to its target?To expand on Putnam's thought a bit, you can make a distinct creature which is a variant of the target, and transform the target into that. Two drawbacks:
All the variant definitions need to occur in the raws, which means a creature definition for each potential species of target. They can all be managed by making each transformation only able to affect its assigned target species. And the creature's stats are rerolled during a transformation, so it ends up a variant of its species, but not a variant of itself.
[CE_ADD_TAG:PET_EXOTIC:STANDARD_GRAZER:BENIGN:START:0]
[CE_REMOVE_TAG:INTELLIGENT:CAN_LEARN:CAN_SPEAK:EQUIPS:NOSTUN:NO_PHYS_ATT_GAIN:TRANCES:LIKES_FIGHTING:MISCHIEVOUS:NOSLEEP:START:0]
would that work?
if I under stand correctly the BY_CATEGORY:EYES will override the BY_CATAGORY:ALL and I will get ruby skinned humanoids with diamond eyes right?
the wiki was not clear n the matter of multiple tissues defined inside a creature instead of a plan. I did not use a plan because im still having issues with that.
ering if its ok so far.No. Their eyes will be diamond on the outside and ruby on the inside(more ruby because it is 2/3) because diamond was applied to the eyes after the ruby(by being applied everywhere).
if I under stand correctly the BY_CATEGORY:EYES will override the BY_CATAGORY:ALL and I will get ruby skinned humanoids with diamond eyes right?
now I just need to figure out what other tags I need to spawn it in the arena. I need to figure out how hard I have to hit it.Needs to be in \{DF Folder Name Here!}\raw\objects\creature_{prettymuchanything}.txt
creature_{prettymuchanything}
[OBJECT:CREATURE]
----And somewhere in the file----
[CREATURE:{CreatureID}]
[NAME:{Creature species singular}:{Creature species plural}:{Creature species adjective}]
To spawn in the arena(it could die on spawning due to physiological based resistances to life). Replace {} with what is requested.[OBJECT:CREATURE]
[CREATURE:CRYSTIN]
[NAME:crystin:crysins:crystin]
[DESCRIPTION:a creature of crystal, it was made by endlessblaze but is still incomplete.]
[CASTE:MALE_CRYST]
[CASTE_NAME:crystin]
[MALE]
[POP_RATIO:1]
[CREATURE_TILE:'C'][COLOR:7:0:0]
[CASTE:FEMALE_CRYST]
[CASTE_NAME:crystin]
[FEMALE]
[POP_RATIO:1]
[CREATURE_TILE:'C'][COLOR:7:0:0]
[SELECT_CASTE:ALL]
[BODY:HUMANOID:BRAIN:2EYES:3FINGERS:TAIL]
[TISSUE:RUBY]
[TISSUE_NAME:ruby:ruby]
[TISSUE_MATERIAL:INORGANIC:RUBY]
[STRUCTURAL]
[MUSCULAR]
[RELATIVE_THICKNESS:2]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:ALL:RUBY]
[TISSUE:DIAMOND]
[TISSUE_NAME:diamond:diamond]
[TISSUE_MATERIAL:INORGANIC:DIAMOND]
[FUNCTIONAL]
[STRUCTURAL]
[CONNECTS]
[RELATIVE_THICKNESS:1]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:EYES:DIAMOND]
creature_a_working_on
[OBJECT:CREATURE]
[CREATURE:CRYSTIN]
[NAME:crystin:crysins:crystin]
[DESCRIPTION:a creature of crystal, it was made by endlessblaze but is still incomplete.]
[CASTE:MALE_CRYST]
[CASTE_NAME:crystin]
[MALE]
[POP_RATIO:1]
[CREATURE_TILE:'C'][COLOR:7:0:0]
[CASTE:FEMALE_CRYST]
[CASTE_NAME:crystin]
[FEMALE]
[POP_RATIO:1]
[CREATURE_TILE:'C'][COLOR:7:0:0]
[SELECT_CASTE:ALL]
[BODY:HUMANOID:BRAIN:2EYES:3FINGERS:TAIL]
[TISSUE:RUBY]
[TISSUE_NAME:ruby:ruby]
[TISSUE_MATERIAL:INORGANIC:RUBY]
[STRUCTURAL]
[MUSCULAR]
[RELATIVE_THICKNESS:2]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:ALL:RUBY]
[TISSUE:DIAMOND]
[TISSUE_NAME:diamond:diamond]
[TISSUE_MATERIAL:INORGANIC:DIAMOND]
[FUNCTIONAL]
[STRUCTURAL]
[CONNECTS]
[RELATIVE_THICKNESS:1]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:EYES:DIAMOND]
--
creature_file_name_here_etc_etc
[OBJECT:CREATURE]
[CREATURE:CRYSTAL_CONSTRUCT]
[DESCRIPTION:Crystal construct. Domesticated, breedable, trainable.]
[NAME:CRYSTALI:CRYSTALIS:CRYSTALI]
[CASTE_NAME:CRYSTALI:CRYSTALIS:CRYSTALI]
[CREATURE_TILE:'C'][COLOR:5:0:0]
[NOPAIN][EXTRAVISION][NOBREATHE][NOSTUN][NONAUSEA][NOEMOTION][NOTHOUGHT][NOEXERT][NO_DIZZINESS][NO_FEVERS]
[NO_DRINK][NO_EAT][NO_SLEEP]
[PETVALUE:500]
[LARGE_ROAMING]
[COMMON_DOMESTIC]
[TRAINABLE]
[BENIGN][PET]
[NOT_LIVING]
[CANOPENDOORS]
[BIOME:ANY_LAND]
[EQUIPS]
[NOBONES]
[ODOR_LEVEL:0] no smell
[SMELL_TRIGGER:10000] cannot smell
[BODY:HUMANOID_NECK:TAIL:2EYES:2EARS:NOSE:HUMANOID_JOINTS:5FINGERS:5TOES]
[NO_THOUGHT_CENTER_FOR_MOVEMENT]
[TISSUE:RUBY]
[TISSUE_NAME:RUBY:RUBY]
[TISSUE_MATERIAL:INORGANIC:RUBY]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:ALL:RUBY]
[BODY_SIZE:0:0:20000000]
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:punch:punches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:4:4]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_BAD_MULTIATTACK]
[ITEMCORPSE:STATUE:NO_SUBTYPE:INORGANIC:RUBY]
[ITEMCORPSE_QUALITY:5]
[APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:900:657:438:219:1900:2900] 40 kph
[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
[BODY_DETAIL_PLAN:EGG_MATERIALS]
[CASTE:FEMALE]
[FEMALE]
[LAYS_EGGS]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:RUBY:SOLID]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_WHITE:LIQUID]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_YOLK:LIQUID]
[EGG_SIZE:150]
[CLUTCH_SIZE:3:6]
[CASTE:MALE]
[MALE]
creature_a_working_on
[OBJECT:CREATURE]
[CREATURE:CRYSTIN]
[NAME:crystin:crysins:crystin]
[DESCRIPTION:a creature of crystal, it was made by endlessblaze but is still incomplete.]
[CASTE:MALE_CRYST]
[CASTE_NAME:crystin:crysins:crystin]
[MALE]
[POP_RATIO:1]
[CREATURE_TILE:'C'][COLOR:7:0:0]
[CASTE:FEMALE_CRYST]
[CASTE_NAME:crystin:crysins:crystin]
[FEMALE]
[POP_RATIO:1]
[CREATURE_TILE:'C'][COLOR:7:0:0]
[SELECT_CASTE:ALL]
[BODY:HUMANOID:BRAIN:2EYES:3FINGERS:TAIL]
[TISSUE:RUBY]
[TISSUE_NAME:ruby:ruby]
[TISSUE_MATERIAL:INORGANIC:RUBY]
[STRUCTURAL]
[MUSCULAR]
[RELATIVE_THICKNESS:2]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:ALL:RUBY]
[TISSUE:DIAMOND_CLEAR]
[TISSUE_NAME:diamond:diamond]
[TISSUE_MATERIAL:INORGANIC:DIAMOND]
[FUNCTIONAL]
[STRUCTURAL]
[CONNECTS]
[RELATIVE_THICKNESS:1]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:EYES:DIAMOND_CLEAR]
[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]
[NO_DRINK][NO_EAT][NO_EXERT][NO_SLEEP][NO_BREATHE]
[UNDERGROUND_DEPTH:1:3]
[ALL_ACTIVE]
[SWIMS_INNATE]
creature_a_working_on
[OBJECT:CREATURE]
[CREATURE:CRYSTIN]
[NAME:crystin:crysins:crystin]
[DESCRIPTION:a creature of crystal, it was made by endlessblaze but
is still incomplete.]
[CASTE:MALE_CRYST]
[CASTE_NAME:crystin:crysins:crystin]
[MALE]
[POP_RATIO:1]
[CREATURE_TILE:'C'][COLOR:7:0:0]
[CASTE:FEMALE_CRYST]
[CASTE_NAME:crystin:crysins:crystin]
[FEMALE]
[POP_RATIO:1]
[CREATURE_TILE:'C'][COLOR:7:0:0]
[SELECT_CASTE:ALL]
[BODY:HUMANOID:BRAIN:2EYES:3FINGERS:TAIL]
[TISSUE:RUBY]
[TISSUE_NAME:ruby:ruby]
[TISSUE_MATERIAL:INORGANIC:RUBY]
[STRUCTURAL]
[MUSCULAR]
[RELATIVE_THICKNESS:2]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:ALL:RUBY]
[TISSUE:DIAMOND_CLEAR]
[TISSUE_NAME:diamond:diamond]
[TISSUE_MATERIAL:INORGANIC:DIAMOND]
[FUNCTIONAL]
[STRUCTURAL]
[CONNECTS]
[RELATIVE_THICKNESS:1]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:EYES:DIAMOND_CLEAR]
[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]
[NO_DRINK][NO_EAT][NOEXERT][NO_SLEEP][NOBREATHE][NO_FEVERS]
[NO_DIZZYNESS][NOPAIN][NOSTUCKINS][NONAUSEA]
[UNDERGROUND_DEPTH:1:3]
[ALL_ACTIVE]
[SWIMS_INNATE]
[LARGE_ROAMING]
[LARGE_PREDATOR]
[LIGHT_GEN]
[TRAINABLE]
[NATURAL_SKILL:GRASP_STRIKE:5]
[NATURAL_SKILL:STANCE_STRIKE:5]
[NATURAL_SKILL:WRESTLING:5]
[NATURAL_SKILL:DODGING:4]
[NATURAL_SKILL:CLIMBING:4]
[NATURAL_SKILL:MELEE_COMBAT:4]
So, as a little challenge I added the tags [OPPOSED_TO_LIFE] to every creature in the raws. Cue constant animal hostility. Other tags I included as well are curiousbeast, prone to rage, and natural combat skills.they likely all killed each other, and went extinct, as they aren't [NOT_LIVING], as how necromancers with out [NOT_LIVING] were quickly killed by their own undead.
Unfortunately, whenever I start up fortress mode, most creatures don't end up spawning - dwarves kill the first batch of wildlife, and nothing new enters the map at all. Any thoughts on this?
Edit - Maybe it's impossible for [OPPOSED_TO_LIFE] creatures to spawn as wildlife in fortress mode. Hypothetically, how would I go around having a syndrome or what-not that immediately transforms regular wildlife into crazed versions as soon as they walk into the map?
creature_a_working_on
[OBJECT:CREATURE]
[CREATURE:CRYSTIN]
[NAME:crystin:crysins:crystin]
[DESCRIPTION:a creature of crystal, it was made by endlessblaze but is still incomplete.]
[PREFSTRING:crystal bodies]
[CASTE:MALE_CRYST]
[CASTE_NAME:crystin:crysins:crystin]
[MALE]
[POP_RATIO:1]
[CREATURE_TILE:'C'][COLOR:7:0:0]
[CASTE:FEMALE_CRYST]
[CASTE_NAME:crystin:crysins:crystin]
[FEMALE]
[POP_RATIO:1]
[CREATURE_TILE:'C'][COLOR:7:0:0]
[SELECT_CASTE:ALL]
[BODY:HUMANOID:BRAIN:2EYES:3FINGERS:TAIL]
[TISSUE:RUBY]
[TISSUE_NAME:ruby:ruby]
[TISSUE_MATERIAL:INORGANIC:RUBY]
[STRUCTURAL]
[MUSCULAR]
[RELATIVE_THICKNESS:2]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:ALL:RUBY]
[TISSUE:DIAMOND_CLEAR]
[TISSUE_NAME:diamond:diamond]
[TISSUE_MATERIAL:INORGANIC:DIAMOND]
[FUNCTIONAL]
[STRUCTURAL]
[CONNECTS]
[RELATIVE_THICKNESS:1]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:EYES:DIAMOND_CLEAR]
[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]
[NO_DRINK][NO_EAT][NOEXERT][NO_SLEEP][NOBREATHE][NO_FEVERS][NO_DIZZYNESS][NOPAIN][NOSTUCKINS][NONAUSEA]
[UNDERGROUND_DEPTH:1:3]
[ALL_ACTIVE]
[SWIMS_INNATE]
[LARGE_ROAMING]
[LARGE_PREDATOR]
[LIGHT_GEN]
[TRAINABLE]
[CHILD:3]
[NATURAL_SKILL:GRASP_STRIKE:5]
[NATURAL_SKILL:STANCE_STRIKE:5]
[NATURAL_SKILL:WRESTLING:5]
[NATURAL_SKILL:DODGING:4]
[NATURAL_SKILL:CLIMBING:4]
[NATURAL_SKILL:MELEE_COMBAT:4]
[PET]
[BIOME:SUBTERRANEAN_CHASM]
[APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:900:642:428:214:1900:2900] 41 kph
[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:2206:1692:1178:585:3400:4900] 15 kph
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:2728:2069:1409:675:4000:5700] 13 kph
[BODY_SIZE:1:0:30000]
[BODY_SIZE:3:0:70000]
they likely all killed each other, and went extinct, as they aren't [NOT_LIVING], as how necromancers with out [NOT_LIVING] were quickly killed by their own undead.
yha I fixed the tissue a while ago.You changed the tissue's name, not the tissue's material. Please facepalm yourself for brushing off BlackFlyme's criticism.
Mmmmm............wait....well well, well. what do we have here?
"data/save/region2/raw/objects/creature_a_working_on.txt"
CRYSTIN:Tissue layer not added because no BP found: BY_CATEGORY:EYES:DIAMOND_CLEAR
yha I fixed the tissue a while ago.You changed the tissue's name, not the tissue's material. Please facepalm yourself for brushing off BlackFlyme's criticism.
Mmmmm............wait....well well, well. what do we have here?
"data/save/region2/raw/objects/creature_a_working_on.txt"
CRYSTIN:Tissue layer not added because no BP found: BY_CATEGORY:EYES:DIAMOND_CLEAR
A quick search through the body file tells me you want CATEGORY:EYE, not EYES.
yha once I saw that I went to check. :P ah well. losing is fun.I felt very silly when I realized that my own criticism didn't quiet the errorlog.
Edit - Come to think of it, what makes cats wander about everywhere, while other pets stay near meeting areas?
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
will [USE_MATERIAL_TEMPLATE:BONE:EXAMPLEMATERIAL]
overwrite what the bone tissue or cause an error?
In my experience, it will overwrite the body detail plan. So long as the USE_MATERIAL_TEMPLATE tag comes after the body detail plan, that is.thanks, now, if i overwrite the raws of a current save that already contains a creature, but i change what a tissue material is made of, will it retcon it on existing creatures, or will it require a new world to function?
This is because the last tag will (usually) overwrite earlier tags.
Varies. So long as you don't add entirely new things, or completely remove things, then an existing world should be fine. I'd recommend not altering active syndromes or entities though. Syndromes tend to crash on me, and we don't entirely know what can and can't be changed on an entity in a save.added new material templates... so i am going to need a new world.
I don't know what would or wouldn't get retconned on existing creatures, but newly created units should reflect changes.
What is it that makes something spawnable in the Arena, that magma crabs and prodcedurally-generated creatures lack?Procedurally generated creatures are created in worldgen, and the arena uses only stuff in the raw files. As for the other creatures, there is an [ARENA_RESTRICTED] (or similar, can't remember exactly) token that prevents them from showing up. Might be to avoid "spoilers" for players that have yet to encounter them in the wild.
creature_a_working_on
[OBJECT:CREATURE]
[CREATURE:CRYSTIN]
[NAME:crystin:crysins:crystin]
[DESCRIPTION:a creature of crystal, it was made by endlessblaze but is still incomplete.]
[PREFSTRING:crystal bodies]
[CASTE:MALE_CRYST]
[CASTE_NAME:crystin:crysins:crystin]
[MALE]
[POP_RATIO:1]
[CREATURE_TILE:'C'][COLOR:7:0:0]
[CASTE:FEMALE_CRYST]
[CASTE_NAME:crystin:crysins:crystin]
[FEMALE]
[POP_RATIO:1]
[CREATURE_TILE:'C'][COLOR:7:0:0]
[SELECT_CASTE:ALL]
[BODY:HUMANOID:BRAIN:2EYES:3FINGERS:TAIL]
[TISSUE:RUBY]
[TISSUE_NAME:ruby:ruby]
[TISSUE_MATERIAL:INORGANIC:RUBY]
[STRUCTURAL]
[MUSCULAR]
[RELATIVE_THICKNESS:2]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:ALL:RUBY]
[TISSUE:DIAMOND_CLEAR]
[TISSUE_NAME:diamond:diamond]
[TISSUE_MATERIAL:INORGANIC:DIAMOND_CLEAR]
[FUNCTIONAL]
[STRUCTURAL]
[CONNECTS]
[RELATIVE_THICKNESS:1]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:EYE:DIAMOND_CLEAR]
[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]
[NO_DRINK][NO_EAT][NOEXERT][NO_SLEEP][NOBREATHE][NO_FEVERS][NO_DIZZINESS][NOPAIN][NOSTUCKINS][NONAUSEA]
[UNDERGROUND_DEPTH:2:3]
[ALL_ACTIVE]
[SWIMS_INNATE]
[LARGE_ROAMING]
[LARGE_PREDATOR]
[LIGHT_GEN]
[TRAINABLE]
[CHILD:3]
[NATURAL_SKILL:GRASP_STRIKE:5]
[NATURAL_SKILL:STANCE_STRIKE:5]
[NATURAL_SKILL:WRESTLING:5]
[NATURAL_SKILL:DODGING:4]
[NATURAL_SKILL:CLIMBING:4]
[NATURAL_SKILL:MELEE_COMBAT:4]
[PET]
[BIOME:SUBTERRANEAN_CHASM]
[APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:900:642:428:214:1900:2900] 41 kph
[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:2206:1692:1178:585:3400:4900] 15 kph
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:2728:2069:1409:675:4000:5700] 13 kph
[BODY_SIZE:1:0:30000]
[BODY_SIZE:3:0:70000]
I routinely see megabeasts that are 200-300 years older than the world. Think of year 1 as the beginning of recorded history, not when the planet formed a crust.So, Year 1 in the current reckoning (CR), or of recorded history (RH). is there a specific canon term for dates or is Year X CR as close as i am going to find?
Is there a handy reference somewhere on what the severity of a syndrome really does? The wiki notes that "extreme" swelling can cause necrosis, and there are probably some other "extreme" effects as well that just aren't documents. For example, does too much dizziness cause vomiting, etc.?temporary polymorph? maybe to something that runs from combat?
I'm trying for "take you out of combat for a few hundred ticks" rather than "death sentence".
The flavor text would be strange, but more importantly transformation completely heals the unit.Is there a handy reference somewhere on what the severity of a syndrome really does? The wiki notes that "extreme" swelling can cause necrosis, and there are probably some other "extreme" effects as well that just aren't documents. For example, does too much dizziness cause vomiting, etc.?temporary polymorph? maybe to something that runs from combat?
I'm trying for "take you out of combat for a few hundred ticks" rather than "death sentence".
materials are the only things that are able to be tradable solely by the existence of reactions providing them
I'm pretty sure I've done everything that needs to be done in the raws; maybe I was mistaken and the job cancellations were because they ran out of yaks to shear. I'll have to try again.Post the raws if you still can't do it. Hard to tell if you've done it right if we can't see it.
I noticed that "teeth" are also treated as singular, for example "His bottom back teeth is gone." so it might not be fixable in the raws.Spoiler (click to show/hide)
Any advice on how I would go about making an aboleth?
http://www.d20srd.org/srd/monsters/aboleth.htm (http://www.d20srd.org/srd/monsters/aboleth.htm)
http://www.d20pfsrd.com/bestiary/monster-listings/aberrations/aboleth (http://www.d20pfsrd.com/bestiary/monster-listings/aberrations/aboleth)
EDIT: probably going to use lungfish as a template... and make them horrible and psychic... still wanting advice btw. thanks in advance.
I was hoping to have them be like necromancers are, and have them control entire human civs, and then attempt to siege.Any advice on how I would go about making an aboleth?
http://www.d20srd.org/srd/monsters/aboleth.htm (http://www.d20srd.org/srd/monsters/aboleth.htm)
http://www.d20pfsrd.com/bestiary/monster-listings/aberrations/aboleth (http://www.d20pfsrd.com/bestiary/monster-listings/aberrations/aboleth)
EDIT: probably going to use lungfish as a template... and make them horrible and psychic... still wanting advice btw. thanks in advance.
I'm sure something can be made with DFhack to get a desired effect, But judging by what I read it's more of just a fish and mainly stays in the water. I'm not sure if you can get an underwater civ or one that would make sense (how would you get invaded) and as wildlife they'd just be a more advanced carp (not knocking your idea, just my thoughts)
Only way I could figure this would without DFhack is make them OPPOSED_TO_LIFE and NOT_LIVING and give them a interaction to mind control that adds those tags to the target and any others you feel would fit for it, making it resistible? so they just don't mind control the whole map near a river/ocean instantly.
I think the main challenge would be getting interactions and attacks that will mimic that of the DnD moves
A quick search of the modding forums actually brought up more aboleths than expected.I want aboleths to be able to take control of human civilizations near water, and enslave them, using them to siege and such.
To make them take control of a civilization, they need the [POWER] token, along with some [SPHERE:X] tokens, to determine the type of deity they pose as. Here are the valid sphere tokens. (http://dwarffortresswiki.org/index.php/DF2014:Sphere)
I'm not quite sure I understand what you mean when you say that you want them to be like necromancers though. Do they raise corpses, do they create towers, does a person turn into an aboleth by being given a gift from the gods, etc.?
As for demons/devils/divs/etc. transforming into more powerful versions as time progresses, I can only think of multiple transformations that end just before a more powerful transformation begins. I would also suggest tying it to combat hardness, but I can't seem to find it on the wiki for the current version.
@AceSV not that I'm aware of. Maybe someone else knows better.I decided to give infernals essences, which can be consumed, resulting in transformations.
@Culix not within the raws alone. If combat hardness is still usable, then that can be a trigger once the creature has experienced enough conflict. There may also be some DFHack script that may work.
As for aboleths leading mortals, it would be unlike a necromancer, as they raise corpses to build a tower for them. Necromancers don't rule civs. Vampires or demons would be more comparable.
[MATERIAL_TEMPLATE:ESSENCE_TEMPLATE]
[STATE_COLOR:ALL_SOLID:BLACK]
[STATE_NAME:ALL_SOLID:essence]
[STATE_ADJ:ALL_SOLID:essence]
[STATE_COLOR:LIQUID:MAUVE]
[STATE_NAME:LIQUID:n/a]
[STATE_ADJ:LIQUID:n/a]
[STATE_COLOR:GAS:MAUVE]
[STATE_NAME:GAS:n/a]
[STATE_ADJ:GAS:n/a]
[DISPLAY_COLOR:1:0:0]
[MATERIAL_VALUE:1]
[SPEC_HEAT:4181]
[IGNITE_POINT:10508]
[MELTING_POINT:NONE]
[BOILING_POINT:NONE]
[HEATDAM_POINT:10250]
[COLDDAM_POINT:9900]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:500]
[LIQUID_DENSITY:NONE]
[MOLAR_MASS:NONE]
[IMPACT_YIELD:10000]
[IMPACT_FRACTURE:10000]
[IMPACT_STRAIN_AT_YIELD:50000]
[COMPRESSIVE_YIELD:10000]
[COMPRESSIVE_FRACTURE:10000]
[COMPRESSIVE_STRAIN_AT_YIELD:50000]
[TENSILE_YIELD:10000]
[TENSILE_FRACTURE:10000]
[TENSILE_STRAIN_AT_YIELD:50000]
[TORSION_YIELD:10000]
[TORSION_FRACTURE:10000]
[TORSION_STRAIN_AT_YIELD:50000]
[SHEAR_YIELD:20000] copied human skin (no data)
[SHEAR_FRACTURE:20000]
[SHEAR_STRAIN_AT_YIELD:50000]
[BENDING_YIELD:10000]
[BENDING_FRACTURE:10000]
[BENDING_STRAIN_AT_YIELD:50000]
[MAX_EDGE:0]
[ABSORPTION:100]
[IMPLIES_ANIMAL_KILL]
[ROTS]
[GENERATES_MIASMA]
[MEAT]
[BUTCHER_SPECIAL:MEAT:NONE]
[MEAT_NAME:distilled:essence:heart]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[USE_MATERIAL_TEMPLATE:HEART:ESSENCE_TEMPLATE]
[ENTERS_BLOOD]
[SYNDROME]
[SYN_NAME:infernal essence]
[SYN_INGESTED]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[CE_BODY_MAT_INTERACTION:MAT_TOKEN:BLOOD:START:1000]
[CE:INTERACTION:CURSE_INFERNAL_SHELL]
[CE:SYNDROME_TAG:SYN_INGESTED]
[USE_TISSUE_TEMPLATE:HEART:HEART_TEMPLATE]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
One thing I think may be worth mentioning, in case you were not already aware of it:oh well, I did add a megabeast infernal that can create all types of infernals from targets via interactions. So if one pops up, then the various kinds will be more abundant at least. kind of makes it hard to kill with it being able to transform things, although it takes a few days to take effect.
A creature can only be under one transformation effect at a time. In order to transform a second time, the first effect must end. If a transformation is permanent, then the creature can never transform again.
Unless you use DFHack. There's a script/plug-in that allows for more fluid transformations.
Is it possible to make a reaction that requires the corpse of a specific species of creature as a reagent?
And what exactly defines a civ's ability to access and use weapon and armor workable metals that regularly appear in nature? Does it just happen automatically?
1. Don't know. I've never toyed with corpses as reagents.I'm pretty sure that you cannot specify creatures or castes in reactions. The closest you can do is make a generic "<creature> corpse" item that is used by that reaction and is dropped via ITEMCORPSE.
Only between married couples of two different sexes.
There may be a DFHack script to make a unit pregnant through a reaction or something. I know a targeted pregnancy script exists.
Or you could make a breeding caste. Really not recommended though, for squick reasons.
http://dwarffortresswiki.org/index.php/Character_table
http://dwarffortresswiki.org/index.php/DF2014:Tilesets#What_tiles_are_used_for_what
[SYNDROME]
[SYN_NAME:deadberry poison]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_IMMUNE_CREATURE:SPIDER_CAVE:ALL]
[SYN_INJECTED]
[CE_BLEEDING:SEV:10000:PROB:100:SIZE_DILUTES:START:5:PEAK:300:END:2000]
Doesn't seem to quite do the trick. Also tried targeting the lungs with [CE_BLEEDING:SEV:10000:PROB:100:BP:BY_CATEGORY:LUNG:ALL:SIZE_DILUTES:START:5:PEAK:300:END:2000], but neither seems to work :/ Anything that kills the victim will do, really. :)Where I can find animal people fix (I mean - they only tell about attacking me instead of attacking me)?*bump
Could anyone help me with this if it's possible?
Edit2: Is there any way to make growths disappear when they're picked up in adventure mode? Alternatively, is it possible to pick a whole bush? I want a rare plant, being able to pick the same growth over and over kind of ruins it...
Edit3: The questions in edit2 still stand, but I'd also need some assistance with creating a nice, deadly syndrome for these rare plants.Code: [Select][SYNDROME]
Doesn't seem to quite do the trick. Also tried targeting the lungs with [CE_BLEEDING:SEV:10000:PROB:100:BP:BY_CATEGORY:LUNG:ALL:SIZE_DILUTES:START:5:PEAK:300:END:2000], but neither seems to work :/ Anything that kills the victim will do, really. :)
[SYN_NAME:deadberry poison]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_IMMUNE_CREATURE:SPIDER_CAVE:ALL]
[SYN_INJECTED]
[CE_BLEEDING:SEV:10000:PROB:100:SIZE_DILUTES:START:5:PEAK:300:END:2000]
Edit 4: Is there any fast way to make the human civilizations always have my custom berries in their food bags? Having to restart in different towns/reroll worlds gets tedious...
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[SYNDROME]
[SYN_NAME:hydra blood contact]
[SYN_IMMUNE_CREATURE:HYDRA:ALL]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_CONTACT]
[CE_NECROSIS:SEV:100:PROB:100:LOCALIZED:VASCULAR_ONLY:RESISTABLE:START:0]
Find the tag [USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE] in the hydra's raws, then add the syndrome to it.
Something like this:Code: [Select][USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[SYNDROME]
[SYN_NAME:hydra blood contact]
[SYN_IMMUNE_CREATURE:HYDRA:ALL]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_CONTACT]
[CE_NECROSIS:SEV:100:PROB:100:LOCALIZED:VASCULAR_ONLY:RESISTABLE:START:0]
This will make the area that the blood touches rot if the body part is not covered by armour or clothing.
Can you make a creature HATEABLE without making it a vermin?
Eggs and unusual eggs are also mutually exclusive.
It may be possible to have multiple castes, where one of them lays regular eggs. Someone please confirm, though.Eggs and unusual eggs are also mutually exclusive.
Thats.... how will an unusual eggs creature reproduce then?
Is it possible to induce fear with an interaction or syndrome?Not yet, this will be possible in the next version of DF.
You could arrange it so that you can only make claws with a specific custom reaction that only puts out adamantine claws, but then they'd sit outside the rest of the system that governs weapon and material availability for civilizations and such.
Lower the IMPACT_STRAIN_AT_YIELD value for skin just a smidge so that it nicks and tears from blunt hits. If fat and muscle are still made from uncrushable rubber, the limb has no danger of flying off.Thanks for the tip! I've tried putting it to use by adding a layer under the skin that can't bleed and has those properties. No externally-visible tearing and bleeding that way. Although it does display this tissue in the combat logs and once the skin is torn open.
You could arrange it so that you can only make claws with a specific custom reaction that only puts out adamantine claws, but then they'd sit outside the rest of the system that governs weapon and material availability for civilizations and such.
Interested in that. Im okay with reactions, I just need to know what tags do I need to remove so that they dont show up in the metalsmiths forge.
is their a way to "cure" syndromes that a dwarf(or other enity here) is afflicted by namely were and vampire syndromes via adding some sort of anti-syndrome syndrome or equiv to the raws?
Does CHILDNAME (caste) override GENERAL_CHILD_NAME? The wiki says its the general child name applied regardless of caste, so I'm not too sure what to think here.
Is there any way to make projectiles unavoidable or at least stupidly hard to avoid? I'm adding some custom historical firearms and, you know, jumping away from a musket ball is pretty much impossible :PA high skill on the shooter should make the dodging harder. Could make the shooter-skill level up very rapidly, to reflect how easy musket is compared to bow.
I got another question. Is there any way to change, uh, how to say it, "class names"? Like, instead of the game showing "Crossbowman" make it say "Musketeer"
[PROFESSION_NAME:CROSSBOWMAN:marksdwarf:marksdwarves] [PROFESSION_NAME:MASTER_CROSSBOWMAN:Elite Marksdwarf:Elite Marksdwarves]
Substitute as necessary.
I got another question. Is there any way to change, uh, how to say it, "class names"? Like, instead of the game showing "Crossbowman" make it say "Musketeer"Code: [Select][PROFESSION_NAME:CROSSBOWMAN:marksdwarf:marksdwarves] [PROFESSION_NAME:MASTER_CROSSBOWMAN:Elite Marksdwarf:Elite Marksdwarves]
Substitute as necessary.
no
Its a selectable cavern layer. Though the lack of mud and soil makes it unlikely.
@Zommy: only selectable item I know of for interactions is selecting a corpse for resurrection or animation.
Making plants looks so much more complicated these days... Can MILL or EXTRACT_BARREL/EXTRACT_STILL etc. be applied just to a specific plant growth? Say, if I wanted to be able to make dye from walnut fruits, or cocoa butter from cocoa beans.
Edit: Though I'm using Modest Mod, so I guess I'd use the dye reaction from that for the walnuts, and that's easy. What about the cocoa butter, can I do that without writing a new reaction?
[CAN_DO_INTERACTION:SUMMON_IRON]
[CDI:ADV_NAME:Summon Iron Colossus]
[CDI:BP_REQUIRED:BY_CATEGORY:GRASP]
[CDI:USAGE_HINT:MAJOR_CURSE]
[CDI:VERB:Summon an Iron Colossus:Summons an Iron Colossus:NA]
[CDI:TARGET:C:TOUCHABLE]
[CDI:TARGET_RANGE:C:3]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:100]
[REACTION:CRAFT_BONE_BLOCKS]
[NAME:craft bone block]
[BUILDING:FURNITURE_WORKSHOP:CUSTOM_L]
[REAGENT:bones:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][ANY_BONE_MATERIAL]
[PRODUCT:100:1:BLOCKS:NONE:GET_MATERIAL_FROM_REAGENT:bones:NONE]
[SKILL:BONECARVE]
I also added a numbered tag to reactions so that they won't use up entire bone stacks making multiple products if you don't want them to (the dwarves were making giant piles of bone plectrums out of a single yak skeleton all at once)
If anyone could take a quick look and tell me what I've done wrong here, I'd very much appreciate it.
[INTERACTION:SUMMON_IRON] name of interaction
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CORPSE] corpse is labelled as A
[IT_LOCATION:CONTEXT_ITEM]
[IT_AFFECTED_CLASS:GENERAL_POISON]
[IT_REQUIRES:FIT_FOR_ANIMATION]
[IT_FORBIDDEN:NOT_LIVING]
[I_EFFECT:ANIMATE]
[IE_TARGET:A] animate A
[IE_IMMEDIATE]
[SYNDROME] transform A using syndrome
[CE_BODY_TRANSFORMATION:PROB:100:START:0] no END (permanent)
[CE:CREATURE:HOLY_SHIT_IRON_COLOSSUS:DEFAULT]
Is there a reason this reaction uses an entire stack of bones?Have you tried using [DOES_NOT_DETERMINE_PRODUCT_AMOUNT] on your bone reagent? I seem to recall it working for me.
If anyone could take a quick look and tell me what I've done wrong here, I'd very much appreciate it.
Sure thing. Your code above (the CDI tags) only gives units permissions on how they will use an interaction. The interaction itself - it's effects and nature - must be specified in the interaction raws. So an interaction to raise corpses and transform said corpses into an iron colossus would look like this:Code: [Select][INTERACTION:SUMMON_IRON] name of interaction
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CORPSE] corpse is labelled as A
[IT_LOCATION:CONTEXT_ITEM]
[IT_AFFECTED_CLASS:GENERAL_POISON]
[IT_REQUIRES:FIT_FOR_ANIMATION]
[IT_FORBIDDEN:NOT_LIVING]
[I_EFFECT:ANIMATE]
[IE_TARGET:A] animate A
[IE_IMMEDIATE]
[SYNDROME] transform A using syndrome
[CE_BODY_TRANSFORMATION:PROB:100:START:0] no END (permanent)
[CE:CREATURE:HOLY_SHIT_IRON_COLOSSUS:DEFAULT]
Then your CDI tags, you put it in whoever you plan to be an iron colossi-summoning madman. Couple of errors in your earlier one, I highlighted them.Spoiler (click to show/hide)Is there a reason this reaction uses an entire stack of bones?Have you tried using [DOES_NOT_DETERMINE_PRODUCT_AMOUNT] on your bone reagent? I seem to recall it working for me.
*blinks*
How are you making weapons out of wood in the first place? D'you mean you can make wood picks, wood warhammers and such?
[REACTION:MERCURY_MAKING]
[NAME:make liquid mercury]
[BUILDING:SMELTER:NONE]
[REAGENT:A:1:BOULDER:NO_SUBTYPE:INORGANIC:CINNABAR]
[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:NO_SUBTYPE:METAL:MERCUY] [PRODUCT_DIMENSION:150]
[PRODUCT_TO_CONTAINER:liquid container]
[FUEL]
[SKILL:SMELT]
I'm trying to add a reaction at smelters to produce mercury from cinnabar. The reaction works, but the dwarves won't use the (called for) container. Resulting in mercury puddles. Any thoughts?Urist McTerminator cancels job, hasta la vista baby.
Good eye on the typo, but fixing it didn't help.Yes, having an ore tag will set up a default reaction, though it wouldn't be called "make liquid mercury". The smelter is definitely a valid building for reactions, because all of the alloys are in the raws. Check your error log, and try removing the product dimension.
Also weirdly, the reaction did work, even with the typo (expect for the jugs).
...
It seems that the [METAL_ORE:MERCURY:100] tag in inorganic_stone_mineral.txt must have overridden my reaction and set-up some default smelting reaction instead. Deleting it removes the reaction from my smelters.
Looking at mods that have attempted the same thing, they all seem to avoid smelters. I suspect that smelting to container just isn't possible.
[REACTION:MAKE_SOYLENT_GREEN]
[NAME:make soylent green]
[BUILDING:STILL_LARGE:NONE]
[REAGENT:A:1:CORPSE:NONE:NONE:NONE]
[UNROTTEN]
[USE_BODY_COMPONENT]
[PRODUCT:100:15:PLANT_GROWTH:GREEN:PLANT_MAT:SOYLENT:GREEN]
[SKILL:BREWING]
[WORLD_GEN]
[TITLE:TOTAL CARNAGE REGION]
[DIM:75:75]
[EMBARK_POINTS:1750]
[END_YEAR:1750]
[BEAST_END_YEAR:100:50]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:0]
[ELEVATION:1:400:800:800]
[RAINFALL:60:80:101:101]
[TEMPERATURE:10:80:101:101]
[DRAINAGE:70:100:101:101]
[VOLCANISM:50:100:101:101]
[SAVAGERY:60:60:101:101]
[ELEVATION_FREQUENCY:1:1:1:1:1:1]
[RAIN_FREQUENCY:1:1:1:1:1:1]
[DRAINAGE_FREQUENCY:1:1:1:1:1:1]
[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]
[SAVAGERY_FREQUENCY:1:1:1:1:1:1]
[VOLCANISM_FREQUENCY:1:1:1:1:1:1]
[MINERAL_SCARCITY:2000]
[MEGABEAST_CAP:150]
[SEMIMEGABEAST_CAP:225]
[TITAN_NUMBER:120]
[TITAN_ATTACK_TRIGGER:80:20000:150000]
[DEMON_NUMBER:15]
[NIGHT_TROLL_NUMBER:15]
[BOGEYMAN_NUMBER:15]
[VAMPIRE_NUMBER:10]
[WEREBEAST_NUMBER:15]
[SECRET_NUMBER:75]
[REGIONAL_INTERACTION_NUMBER:25]
[DISTURBANCE_INTERACTION_NUMBER:15]
[EVIL_CLOUD_NUMBER:25]
[EVIL_RAIN_NUMBER:10]
[GOOD_SQ_COUNTS:20:50:0]
[EVIL_SQ_COUNTS:35:65:5]
[PEAK_NUMBER_MIN:2]
[PARTIAL_OCEAN_EDGE_MIN:1]
[COMPLETE_OCEAN_EDGE_MIN:0]
[VOLCANO_MIN:8]
[REGION_COUNTS:SWAMP:0:0:0]
[REGION_COUNTS:DESERT:0:0:0]
[REGION_COUNTS:FOREST:0:0:0]
[REGION_COUNTS:MOUNTAINS:0:0:0]
[REGION_COUNTS:OCEAN:0:0:0]
[REGION_COUNTS:GLACIER:0:0:0]
[REGION_COUNTS:TUNDRA:0:0:0]
[REGION_COUNTS:GRASSLAND:0:0:0]
[REGION_COUNTS:HILLS:0:0:0]
[EROSION_CYCLE_COUNT:250]
[RIVER_MINS:25:25]
[PERIODICALLY_ERODE_EXTREMES:0]
[OROGRAPHIC_PRECIPITATION:1]
[SUBREGION_MAX:2750]
[CAVERN_LAYER_COUNT:1]
[CAVERN_LAYER_OPENNESS_MIN:50]
[CAVERN_LAYER_OPENNESS_MAX:100]
[CAVERN_LAYER_PASSAGE_DENSITY_MIN:20]
[CAVERN_LAYER_PASSAGE_DENSITY_MAX:100]
[CAVERN_LAYER_WATER_MIN:30]
[CAVERN_LAYER_WATER_MAX:100]
[HAVE_BOTTOM_LAYER_1:1]
[HAVE_BOTTOM_LAYER_2:1]
[LEVELS_ABOVE_GROUND:10]
[LEVELS_ABOVE_LAYER_1:1]
[LEVELS_ABOVE_LAYER_2:1]
[LEVELS_ABOVE_LAYER_3:1]
[LEVELS_ABOVE_LAYER_4:1]
[LEVELS_ABOVE_LAYER_5:1]
[LEVELS_AT_BOTTOM:1]
[CAVE_MIN_SIZE:15]
[CAVE_MAX_SIZE:25]
[MOUNTAIN_CAVE_MIN:8]
[NON_MOUNTAIN_CAVE_MIN:15]
[ALL_CAVES_VISIBLE:1]
[SHOW_EMBARK_TUNNEL:2]
[TOTAL_CIV_NUMBER:25]
[TOTAL_CIV_POPULATION:15000]
[SITE_CAP:250]
[PLAYABLE_CIVILIZATION_REQUIRED:1]
[ELEVATION_RANGES:0:0:0]
[RAIN_RANGES:0:0:0]
[DRAINAGE_RANGES:0:0:0]
[SAVAGERY_RANGES:0:0:0]
[VOLCANISM_RANGES:0:0:0]
I've seen that error before, but not in direct relation to crashes.
What type of town was it? I've heard of crashes related to noble positions in goblin-style Dark Fortresses. Removing the noble positions from the entity fixed it.
yesMany thanks. I was afraid it would be a case of duplicated raws.
Bit of a dumb, random question here, but what with the fascination with wagons of the DF community, ( ͡° ͜ʖ ͡°) has anyone ever tried duplicating the raws of a wagon, but changing the name etc of one and making it able to pull wagons?I think someone tried, once. I don't remember exactly, but it was either a single-tile "wagon" creature, or it simply didn't show up.
Just in case the game only lets wagons which are wagons in the raws be multi tiled, and doesn't let wagons be pulled by the same creature type? Or is the not how raw duplication works? My understanding of it doesn't go much deeper than the fact it puts your computer on LSD.
Derp, have to ask something again.
Basically, I'm making a reaction that takes CORPSE as a reagent. Things such as dead yak cows work fine. Unfortunately, it doesn't allow dwarf corpses to be used in the reaction. Which would kind of defeat the point, as...Code: [Select][REACTION:MAKE_SOYLENT_GREEN]
[NAME:make soylent green]
[BUILDING:STILL_LARGE:NONE]
[REAGENT:A:1:CORPSE:NONE:NONE:NONE]
[UNROTTEN]
[USE_BODY_COMPONENT]
[PRODUCT:100:15:PLANT_GROWTH:GREEN:PLANT_MAT:SOYLENT:GREEN]
[SKILL:BREWING]
...yeah.
Is the problem due to dwarven ethics not allowing them to use their corpses as reagants? I thought it'd only applied to butchering and eating. :-\
Small question.
Right now I'm doing a Glacier fort, and my only material so far is Ice.
As far as I know it's impossible to make ice tables, statues, doors and such, but is there any way to make that possible?
Bit of a dumb, random question here, but what with the fascination with wagons of the DF community, ( ͡° ͜ʖ ͡°) has anyone ever tried duplicating the raws of a wagon, but changing the name etc of one and making it able to pull wagons?
Just in case the game only lets wagons which are wagons in the raws be multi tiled, and doesn't let wagons be pulled by the same creature type? Or is the not how raw duplication works? My understanding of it doesn't go much deeper than the fact it puts your computer on LSD.
Can you make hunters use a different ranged weapon? If there are many available ranged weapons for their civ, will they just randomly pick? (Can you choose which one they use in the military screen?)
Can you make a reaction produce/use the "small stones" seen in adv. mode?
Thanks! I'm making a hunter/gatherer/pastoral race, and thought it'd be fitting to have them knap. Knapping is a usable skill, right?
How does CAN_BE_HIDDEN in the vampire example interactions work? Just curious about this, since there's not much info around.
Yeah, it's not on the wiki. I suppose it's the token that lets the vampire pretend to be normal? Though it can only be used as an argument in CE_DISPLAY_TILE and CE_DISPLAY_NAME.How does CAN_BE_HIDDEN in the vampire example interactions work? Just curious about this, since there's not much info around.
Best guess is that it is what allows vampires to hide their identity. I haven't seen the tag on the wiki, and I'm on my phone, so I can't do more than guess at the moment, unfortunately.
Havin some issues with an extended fantasy mod. When I entered a town my game crashed, and this was repeated a few hundred times-
Gem Cutter: site walker could not return to home zone
Wood Burner: site walker could not return to home zone
Mechanic: site walker could not return to home zone
Seeing as it's probably caused by my mod, I thought this'd be the best place to ask for help. Not sure what causes it or why it's happening. Any help would be appreciated.
Hey any of you guys have tips on self motivation. I haven't worked on my crystin creature in a few months. I want to learn modding then I'm like. "Oh game!"
Yet another question.
Is there a way to disable animal men without deleting them from each raw?
IIRC tigermen are the only ones built from scratch.Yet another question.
Is there a way to disable animal men without deleting them from each raw?
Could try to slip the DOES_NOT_EXIST tag into their creature variations. They will still show up in art, but they shouldn't appear in the world. Except for any animal people that do not rely on a creature variation. I think there's only a handful like that.
Not anymore. Some versions ago they were changed to match the rest of the animal people. I think only the underground tribe ones do no use creature variations (outside of gaits).IIRC tigermen are the only ones built from scratch.Yet another question.
Is there a way to disable animal men without deleting them from each raw?
Could try to slip the DOES_NOT_EXIST tag into their creature variations. They will still show up in art, but they shouldn't appear in the world. Except for any animal people that do not rely on a creature variation. I think there's only a handful like that.
Anyone experimented with defining MEGABEAST, SEMIMEGABEAST and NIGHT_CREATURE_HUNTER in caste-level? What will happen to its other caste variants?
Do you have new custom buildings that use those labors? I would check the PERMITTED_JOB and PERMITTED_BUILDING statements of that civilization. (also the reactions; they link a job to a building)Havin some issues with an extended fantasy mod. When I entered a town my game crashed, and this was repeated a few hundred times-
Gem Cutter: site walker could not return to home zone
Wood Burner: site walker could not return to home zone
Mechanic: site walker could not return to home zone
Seeing as it's probably caused by my mod, I thought this'd be the best place to ask for help. Not sure what causes it or why it's happening. Any help would be appreciated.
Ehm, I still don't know what caused this or how to fix it. Any ideas?
Ice cannot be treated as if it were stone, despite being in boulder form. It is a unique material all of its own, and is hardcoded, so creating custom reactions is the only way to create items with it, as far as I know. You can use ice boulders to build things, though.
[REACTION:ICE_STATUE]
[NAME:Ice Sculpture]
[BUILDING:CRAFTSMAN:NONE]
[REAGENT:A:1:BOULDER:NONE:WATER:NONE]
[PRODUCT:100:1:STATUE:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:MASONRY]
Code: [Select][REACTION:ICE_STATUE]
[NAME:Ice Sculpture]
[BUILDING:CRAFTSMAN:NONE]
[REAGENT:A:1:BOULDER:NONE:WATER:NONE]
[PRODUCT:100:1:STATUE:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:MASONRY]
This should work. Just change the product line as needed to create different items. In case you need them, here are skill tokens (http://dwarffortresswiki.org/index.php/DF2014:Skill_token), here are item tokens (http://dwarffortresswiki.org/index.php/DF2014:Item_token), and here is the reaction page (http://dwarffortresswiki.org/index.php/DF2014:Reaction).
You need quivers to hold ammo.You can just carry ammo around in your offhand. I wasn't able to get experimental creatures to wear quivers when I animated them myself but if I give them a musket and a handful of ammo they blast stuff happily.
Hunters may use ranged weapons, even if the weapons do not use a traditional ranged skill. Ammo management may be a bit difficult for hunters though, if you have more than one type of ranged weapon/ammo.
Ditto for militia, though since there is no thrower profession, their graphics will probably stay as recruits if they do not have an actual military skill.
USAGE_HINT:GREETING
That was the case in 0.34, but in 0.40 units under AI control don't seem to consider their interactions unless under stress or otherwise forced into making a decision. Greeting interactions do happen a lot, though, not sure why it didn't work for you.USAGE_HINT:GREETING
Nuh... seems to have made it worse tbh. I was under the impression that leaving CDI:USAGE_HINT out would have them cast it at every opportunity?
I tried to pull up the Necromorphs from Cheesoburgor's Necromorph mod to .40 for a succession game that will include them, the SCP Foundation, Holistic Spawn, Daleks, and Cybermen.
Did I screw anything up making them into a single creature?Code: [Select]
creature_necromorph
[OBJECT:CREATURE]
[CREATURE:NECROMORPH]
[NAME:necromorph:necromorphs:necromorph]
[CASTE:SLASHER_MALE]
[CASTE:SLASHER_FEMALE]
[SELECT_CASTE:SLASHER_MALE]
[SELECT_ADDITIONAL_CASTE:SLASHER_FEMALE]
[DESCRIPTION:Slashers are the most common form of Necromorphs. While relatively weak when alone,
and possessing slow reflexes, Slashers can pose a serious threat when in groups.]
[CASTE_NAME:slasher:slashers:slasher]
[CASTE_TILE:'S'][COLOR:4:0:0]
[CHILD:10][GENERAL_CHILD_NAME:slasher hatchling:slasher hatchling]
[POP_RATIO:70]
[APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:900:711:521:293:1900:2900]
[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:5951:5419:4898:1463:6944:8233]
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:5951:5419:4898:1463:6944:8233]
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:2990:2257:1525:731:4300:6100]
[BODY:NECROPHILE:5TOES]
[CURIOUSBEAST_EATER][BONECARN][NONAUSEA]
[CLUSTER_NUMBER:1:8]
[BODY_SIZE:70000:70000:70000]
[SOUND:ALERT:50:2000:VOCALIZATION:scream:screams:a loud scream]
[SOUND:PEACEFUL_INTERMITTENT:30:10000:NONE:shuffle:shuffles:a quiet shuffling]
[SOUND:PEACEFUL_INTERMITTENT:3000:70000:VOCALIZATION:howl:howls:an alien howl]
[SOUND:PEACEFUL_INTERMITTENT:0:1000:NONE:scratch your head:starts to feast on you:a loud scream close to
you][AMBUSHPREDATOR]
[PRONE_TO_RAGE:2]
[CASTE:INFECTOR]
[DESCRIPTION:The Infector is a Necromorph whose sole purpose is to spread the Necromorph contagion,
only attacking or defending itself when it cannot find any hosts to infect.]
[CASTE_NAME:infector:infectors:infector]
[CASTE_TILE:'i'][COLOR:4:0:0]
[CHILD:1][GENERAL_CHILD_NAME:infector hatchling:infector hatchling]
[FLIER]
[POP_RATIO:30]
[APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:740:571:381:153:1760:2760]
[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:5811:5279:4758:1323:6804:8093]
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:5811:5279:4758:1323:6804:8093]
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:2850:2117:1385:591:4160:5960]
[BODY:INFECTURD]
[NO_EAT][NO_CONNECTIONS_FOR_MOVEMENT][TRANCES][NO_THOUGHT_CENTER_FOR_MOVEMENT]
[NOTHOUGHT][NONAUSEA]
[CLUSTER_NUMBER:1:4]
[SOUND:ALERT:50:2000:VOCALIZATION:scream:screams:a loud scream]
[SOUND:PEACEFUL_INTERMITTENT:30:10000:NONE:shuffle:shuffles:a quiet shuffling]
[SOUND:PEACEFUL_INTERMITTENT:3000:70000:VOCALIZATION:howl:howls:an alien howl]
[SOUND:PEACEFUL_INTERMITTENT:0:1000:NONE:scratch your head:starts to feast on you:a loud scream close to
you][AMBUSHPREDATOR]
[PRONE_TO_RAGE:2]
[CASTE:PUKER]
[DESCRIPTION:A vile fiend living in evil deserts. It ambushes and vomits on its prey and continues to eat
their blistering meat.]
[CASTE_NAME:puker:pukers:puker]
[CASTE_TILE:'P'][COLOR:4:0:0]
[CHILD:10][GENERAL_CHILD_NAME:puker hatchling:puker hatchling]
[APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:1000:811:621:393:2000:3000]
[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:6051:5519:4998:1563:7044:8333]
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:6051:5519:4998:1563:7044:8333]
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:3090:2357:1625:831:4400:6200]
[BONECARN][CURIOUSBEAST_EATER][NO_EAT][NOTHOUGHT][NO_THOUGHT_CENTER_FOR_MOVEMENT]
[TRANCES]
[BODY:BASIC_NECRO]
[BODY_SIZE:60000:60000:60000]
[SOUND:ALERT:10:1000:VOCALIZATION:vomit:vomits:someone vomiting]
[SOUND:PEACEFUL_INTERMITTENT:30:700:NONE:breathe painfully:breathes painfully:painful breathing]
[POP_RATIO:40][AMBUSHPREDATOR]
[PRONE_TO_RAGE:2]
[CASTE:BRUTE]
[DESCRIPTION:A vile fiend living in evil deserts. It Crushes its prey and continues to eat their fresh meat.]
[CASTE_NAME:brute:brute:brute]
[CREATURE_TILE:'B'][COLOR:4:0:0]
[CHILD:10][GENERAL_CHILD_NAME:brute hatchling:brute hatchling]
[CLUSTER_NUMBER:1:1]
[NO_EAT][NOTHOUGHT][NO_THOUGHT_CENTER_FOR_MOVEMENT]
[NONAUSEA]
[SOUND:ALERT:500:2000:VOCALIZATION:howl:howls:a loud howl]
[SOUND:PEACEFUL_INTERMITTENT:8000:70000:VOCALIZATION:howl:howls:an alien howl]
[PRONE_TO_RAGE:7]
[POP_RATIO:10]
[BODY:BASIC_NECRO]
[BODY_SIZE:200000:200000:200000]
[CASTE:EXPLODER]
[DESCRIPTION:Exploders are specialized Necromorphs that act as "suicide bombers". Their most prominent
feature is the large, glowing pustule attached to their left arm, which is filled with a highly explosive chemical
substance.]
[CASTE_NAME:exploder:exploders:exploder]
[CREATURE_TILE:'E'][COLOR:4:0:0]
[CHILD:10][GENERAL_CHILD_NAME:exploder:exploder hatchling]
[POP_RATIO:70]
[APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:700:511:321:93:1700:2700]
[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:5751:5219:4698:1263:6744:8033]
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:5751:5219:4698:1263:6744:8033]
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:2790:2057:1325:531:4100:5900]
[BODY:HUMANOID]
[CURIOUSBEAST_EATER][BONECARN][NONAUSEA][NOTHOUGHT]
[NO_THOUGHT_CENTER_FOR_MOVEMENT][TRANCES]
[CLUSTER_NUMBER:1:8]
[BODY_SIZE:6000:6000:6000]
[SOUND:ALERT:50:2000:VOCALIZATION:scream:screams:a loud scream]
[PRONE_TO_RAGE:2]
[SELECT_CASTE:ALL]
[NAME:necromorph:necromorphs:necromorph]
[FREQUENCY:70]
[EVIL][SAVAGE]
[BIOME:NOT_FREEZING]
[LARGE_ROAMING][LARGE_PREDATOR]
[FREQUENCY:70]
[POPULATION_NUMBER:300:2000]
[NOT_LIVING][LIKES_FIGHTING]
[CAN_LEARN][SLOW_LEARNER]
[PREFSTRING:terrifying nature]
[NOT_LIVING][OPPOSED_TO_LIFE][CRAZED][EXTRAVISION][NOEXERT][NOPAIN][NOBREATHE][NOSTUN]
[NO_DIZZINESS][NO_FEVERS][PARALYZEIMMUNE][NOFEAR][NO_DRINK][NO_SLEEP][NO_PHYS_ATT_GAIN]
[NO_PHYS_ATT_RUST][LIKESFIGHTING][BONECARN][CARNIVORE][HUNTS_VERMIN]
[BODY:2EYES:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:SPINE:BRAIN:SKULL:5FINGERS:MOUTH:TONG
UE:FACIAL_FEATURES:TEETH:RIBCAGE]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[REMOVE_MATERIAL:LEATHER]
[REMOVE_MATERIAL:HAIR]
[REMOVE_MATERIAL:LEATHER]
[USE_MATERIAL_TEMPLATE:SKIN_TEMPLATE]
[USE_MATERIAL_TEMPLATE:NAIL_TEMPLATE]
[USE_MATERIAL_TEMPLATE:TOOTH_TEMPLATE]
[USE_MATERIAL_TEMPLATE:FAT:FAT_TEMPLATE]
[USE_MATERIAL_TEMPLATE:MUSCLE:MUSCLE_TEMPLATE]
[USE_MATERIAL_TEMPLATE:BONE:BONE_TEMPLATE]
[USE_MATERIAL_TEMPLATE:CARTILAGE:CARTILAGE_TEMPLATE]
[USE_MATERIAL_TEMPLATE:EYE:EYE_TEMPLATE]
[USE_MATERIAL_TEMPLATE:NERVE:NERVE_TEMPLATE]
[USE_MATERIAL_TEMPLATE:BRAIN:BRAIN_TEMPLATE]
[USE_MATERIAL_TEMPLATE:LUNG:LUNG_TEMPLATE]
[USE_MATERIAL_TEMPLATE:HEART:HEART_TEMPLATE]
[USE_MATERIAL_TEMPLATE:LIVER:LIVER_TEMPLATE]
[USE_MATERIAL_TEMPLATE:GUT:GUT_TEMPLATE]
[USE_MATERIAL_TEMPLATE:STOMACH:STOMACH_TEMPLATE]
[USE_MATERIAL_TEMPLATE:PANCREAS:PANCREAS_TEMPLATE]
[USE_MATERIAL_TEMPLATE:SPLEEN:SPLEEN_TEMPLATE]
[USE_MATERIAL_TEMPLATE:KIDNEY:KIDNEY_TEMPLATE]
[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:FINGER:NAIL:FRONT]
[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]
[TISSUE_LAYER:BY_CATEGORY:BLADE_UPPER:BONE]
[TISSUE_LAYER:BY_CATEGORY:BLADE_UPPER:MUSCLE]
[TISSUE_LAYER:BY_CATEGORY:BLADE_UPPER:FAT]
[TISSUE_LAYER:BY_CATEGORY:BLADE_UPPER:SKIN]
[TISSUE_LAYER:BY_CATEGORY:BLADE_LOWER:BONE]
[SELECT_MATERIAL:BONE]
[SHEAR_YIELD:155000]
[SHEAR_FRACTURE:310000]
[SHEAR_STRAIN_AT_YIELD:189]
[MAX_EDGE:100000]
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[CREATURE_CLASS:GENERAL_POISON]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[NATURAL_SKILL:BITE:4]
[NATURAL_SKILL:DODGING:2]
[NATURAL_SKILL:GRASP_STRIKE:4]
[NATURAL_SKILL:SNEAK:4]
[NATURAL_SKILL:SITUATIONAL_AWARENESS:3]
[NATURAL_SKILL:WRESTLING:4]
[MAXAGE:9998:9999]
[ATTACK:BITE:BODYPART:BY_CATEGORY:HEAD]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:50]
[ATTACK_PENETRATION_PERC:70]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_CANLATCH]
[ATTACK_VELOCITY_MODIFIER:7000]
[EQUIPS]
[PROFESSION_NAME:LASHER:halberdier:halberdiers]
[PROFESSION_NAME:MASTER_LASHER:elite halberdier:elite halberdiers]
[CANOPENDOORS]
[ALL_ACTIVE]
[HOMEOTHERM:10067]
[SWIMS_LEARNED]
[SELECT_CASTE:SLASHER_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:8:30]
[SELECT_CASTE:SLASHER_MALE]
[MALE]
[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:8:30]
[SELECT_CASTE:SLASHER_MALE]
[SELECT_ADDITIONAL_CASTE:SLASHER_FEMALE]
[ATTACK:STAB:BODYPART:BY_CATEGORY:BLADE_LOWER]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:slash:slashes]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:40]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[ATTACK_VELOCITY_MODIFIER:4000]
[ATTACK:SLASH:BODYPART:BY_CATEGORY:BLADE_LOWER]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:slash:slashes]
[ATTACK_CONTACT_PERC:30]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[SELECT_CASTE:INFECTOR]
[USE_MATERIAL_TEMPLATE:POISON:CREATURE_EXTRACT_TEMPLATE]
[STATE_NAME:ALL_SOLID:frozen necromorph worm]
[STATE_ADJ:ALL_SOLID:frozen necromorph worm]
[STATE_NAME:LIQUID:necromorph worm]
[STATE_ADJ:LIQUID:necromorph worm]
[STATE_NAME:GAS:gaseous necromorph worm]
[STATE_ADJ:GAS:gaseous necromorph worm]
[PREFIX:NONE]
[ENTERS_BLOOD]
[SYNDROME]
[SYN_NAME:infector sting]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_IMMUNE_CREATURE:INFECTOR:ALL]
[SYN_INJECTED]
[CE_BODY_TRANSFORMATION:PROB:10:START:19000]
[CE:CREATURE:NECROMORPH:EXPLODER]
[CE_BODY_TRANSFORMATION:PROB:20:START:19000]
[CE:CREATURE:NECROMORPH:BRUTE]
[CE_BODY_TRANSFORMATION:PROB:30:START:19000]
[CE:CREATURE:NECROMORPH:INFECTOR]
[CE_BODY_TRANSFORMATION:PROB:40:START:19000]
[CE:CREATURE:NECROMORPH:PUKER]
[CE_BODY_TRANSFORMATION:PROB:50:START:19000]
[CE:CREATURE:NECROMORPH:SLASHER_MALE]
[CE_BODY_TRANSFORMATION:PROB:50:START:19000]
[CE:CREATURE:NECROMORPH:SLASHER_FEMALE]
[CE_VOMIT_BLOOD:SEV:1000:PROB:100:RESISTABLE:SIZE_DILUTES:START:8000:PEAK:10000:END:19000]
[CE_NAUSEA:SEV:1000:PROB:100:RESISTABLE:SIZE_DILUTES:START:600:PEAK:10000:END:19000]
[CE_PARALYSIS:SEV:1000:PROB:100:RESISTABLE:SIZE_DILUTES:START:1000:PEAK:10000:END:19000]
[CE_FEVER:SEV:1000:PROB:100:RESISTABLE:SIZE_DILUTES:START:300:PEAK:10000:END:19000]
[CE_BLISTERS:SEV:30:PROB:100:RESISTABLE:SIZE_DILUTES:LOCALIZED:VASCULAR_ONLY:START:10:PEAK:7500:END:750
0]
[CE_OOZING:SEV:30:PROB:100:RESISTABLE:SIZE_DILUTES:LOCALIZED:VASCULAR_ONLY:START:10:PEAK:7500:END:750
0]
[CE_ADD_TAG:NO_AGING:NOT_LIVING:EXTRAVISION:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NOFEAR:NO_DRINK:NO
_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:STERILE:TRANCES:LIKESFIGHTING:NO_EAT:START:0]
[CE_ADD_TAG:OPPOSED_TO_LIFE:CRAZED:NONAUSEA:NO_DIZZINESS:NO_FEVERS:PARALYZEIMMUNE:START:19000]
[CE_IMPAIR_FUNCTION:SEV:1000:PROB:100:RESISTABLE:BP:BY_TYPE:THOUGHT:ALL:BP:BY_TYPE:GUTS:ALL:START:190
00:PEAK:19000]
[ATTACK:IMPALE:BODYPART:BY_CATEGORY:PROBOSCIS]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:impale:impales]
[ATTACK_CONTACT_PERC:1]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:MAIN]
[SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:POISON:LIQUID:100:100]
[ATTACK_VELOCITY_MODIFIER:10000]
[SELECT_CASTE:PUKER]
[USE_MATERIAL_TEMPLATE:POISON:CREATURE_EXTRACT_TEMPLATE]
[STATE_NAME:ALL_SOLID:frozen puker vomit]
[STATE_ADJ:ALL_SOLID:frozen puker vomit]
[STATE_NAME:LIQUID:puker vomit]
[STATE_ADJ:LIQUID:puker vomit]
[STATE_NAME:GAS:puker vomit]
[STATE_ADJ:GAS:puker vomit]
[STATE_COLOR:ALL:GREEN]
[PREFIX:NONE]
[SYNDROME]
[SYN_NAME:puker vomit]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_IMMUNE_CREATURE:PUKER:ALL]
[SYN_CONTACT][SYN_INHALED][SYN_INGESTED][SYN_INJECTED]
[CE_VOMIT_BLOOD:SEV:1000:PROB:100:RESISTABLE:SIZE_DILUTES:START:1:PEAK:10:END:10000]
[CE_NAUSEA:SEV:1000:PROB:100:RESISTABLE:SIZE_DILUTES:START:1:PEAK:10:END:10000]
[CE_FEVER:SEV:1000:PROB:100:RESISTABLE:SIZE_DILUTES:START:1:PEAK:100:END:10000]
[CE_BLEEDING:SEV:4:PROB:100:RESISTABLE:SIZE_DILUTES:START:1:PEAK:10:END:50000]
[CE_BLISTERS:SEV:1000:PROB:100:RESISTABLE:SIZE_DILUTES:LOCALIZED:VASCULAR_ONLY:START:1:PEAK:10:END:10]
[CE_IMPAIR_FUNCTION:SEV:4:PROB:100:RESISTABLE:BP:BY_TYPE:THOUGHT:ALL:BP:BY_TYPE:GUTS:ALL:START:1:PEAK:
7000:END:35000]
[CE_SWELLING:SEV:4:PROB:100:RESISTABLE:BP:BY_TYPE:THOUGHT:ALL:BP:BY_TYPE:GUTS:ALL:START:1:PEAK:7000:EN
D:35000]
[CE_BLISTERS:SEV:1000:PROB:100:RESISTABLE:BP:BY_TYPE:THOUGHT:ALL:BP:BY_TYPE:GUTS:ALL:START:1:PEAK:7000:
END:35000]
[CE_OOZING:SEV:1000:PROB:100:RESISTABLE:BP:BY_TYPE:THOUGHT:ALL:BP:BY_TYPE:GUTS:ALL:START:1:PEAK:7000:E
ND:35000]
[CE_NUMBNESS:SEV:1000:PROB:100:RESISTABLE:BP:BY_TYPE:THOUGHT:ALL:BP:BY_TYPE:GUTS:ALL:START:1:PEAK:70
00:END:35000]
[CE_DIZZINESS:SEV:1000:PROB:100:RESISTABLE:SIZE_DILUTES:START:1:PEAK:10:END:10000]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:vomits]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
[CDI:MATERIAL:LOCAL_CREATURE_MAT:POISON:TRAILING_VAPOR_FLOW]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:50]
[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:FINGER:NAIL]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:slash:slashes]
[ATTACK_CONTACT_PERC:50]
[ATTACK_PENETRATION_PERC:30]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[SELECT_CASTE:BRUTE]
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:punch:punches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
[ATTACK_VELOCITY_MODIFIER:2000]
[SELECT_CASTE:EXPLODER]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:GAS]
[BOILING_POINT:1000000000]
[CREATURE_CLASS:GENERAL_POISON]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:GAS]
[BOILING_POINT:1000000000]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER:pale]
[TLCM_NOUN:skin:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:Red]
[TLCM_NOUN:eyes:PLURAL]
[INTERACTION:DRAGOON_SALIVA]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CORPSE]
[IT_LOCATION:CONTEXT_ITEM]
[IT_FORBIDDEN:NOT_LIVING]
[IT_AFFECTED_CREATURE:DRAGOON:MALE]
[IT_AFFECTED_CREATURE:DRAGOON:FEMALE]
[IT_REQUIRES:FIT_FOR_RESURRECTION]
[IT_MANUAL_INPUT:corpses]
[I_EFFECT:RESURRECT]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_NAME:male Dragoon Ressurection]
[SYN_CLASS:MALE]
[IT_AFFECTED_CREATURE:DRAGOON:MALE]
[SYN_CONTACT]
[CE_BODY_TRANSFORMATION:START:0:END:1]
[CE:CREATURE:DRAGOON:MALE]
[SYNDROME]
[SYN_NAME:female Dragoon Ressurection]
[SYN_CLASS:FEMALE]
[IT_AFFECTED_CREATURE:DRAGOON:FEMALE]
[SYN_CONTACT]
[CE_BODY_TRANSFORMATION:START:0:END:1]
[CE:CREATURE:DRAGOON:FEMALE]
[USE_MATERIAL_TEMPLATE:SPIT_DRAGOON_:SPIT_DRAGOON_TEMPLATE]
[STATE_COLOR:ALL_SOLID:CLEAR]
[STATE_NAME:ALL_SOLID:frozen Dragoon spit]
[STATE_ADJ:ALL_SOLID:frozen Dragoon spit]
[STATE_COLOR:LIQUID:CLEAR]
[STATE_NAME:LIQUID:Dragoon spit]
[STATE_ADJ:LIQUID:Dragoon spit]
[STATE_COLOR:GAS:CLEAR]
[STATE_NAME:GAS:boiling Dragoon spit]
[STATE_ADJ:GAS:boiling Dragoon spit]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:C:CORPSE]
[IT_FORBIDDEN:NOT_LIVING]
[IT_MANUAL_INPUT:corpses]
[IT_AFFECTED_CREATURE:DRAGOON:MALE]
[IT_AFFECTED_CREATURE:DRAGOON:FEMALE]
[IT_REQUIRES:FIT_FOR_RESURRECTION]
[I_EFFECT:RESURRECT]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Ressurected Dragoon corpse]
[SYNDROME]
[SYN_NAME:male Dragoon Ressurection]
[SYN_CLASS:RESSURECT]
[SYN_AFFECTED_CREATURE:DRAGOON:MALE]
[CE_BODY_TRANSFORMATION:START:0:END:1]
[CE:CREATURE:DRAGOON:MALE]
[SYNDROME]
[SYN_NAME:female Dragoon Ressurection]
[SYN_CLASS:RESSURECT]
[SYN_AFFECTED_CREATURE:DRAGOON:FEMALE]
[CE_BODY_TRANSFORMATION:START:0:END:1]
[CE:CREATURE:DRAGOON:FEMALE]
[INTERACTION:DRAGOON_EGG_LAYING]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_FORBIDDEN:NOT_LIVING]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED]
[IT_AFFECTED_CREATURE:DRAGOON:FEMALE]
[IT_AFFECTED_CREATURE:LIZAURUS:FEMALE]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_NAME:Egg Incubation]
[SYN_CLASS:FEMALE]
[SYN_AFFECTED_CREATURE:DRAGOON:FEMALE]
[SYN_CONTACT]
[CE_ADD_TAG:NO_EAT:NO_DRINK:NO_SLEEP:START:0:END:302400]
[CE:COUNTER_TRIGGER:EGG_SPENT:0:302400:NONE:REQUIRED]
Is there a way I can make custom containers that will automatically hold certain items in adventure mode similar to how ammo always goes into a quiver. I'd like to make an herbalist pouch, toolbox, lunchbox, ect. I can't find the raws for any containers. The pouches that humans carry are in the item_tool.txt, but those don't seem to work the way I'd like anyways.no
If it's RARE, that means your civ will only occasionally be able to make it. Increase the frequency if you want to be able to make it more often. Also remember that entity alterations will require a new world.
Crap, I'm sure there is a wizardry bit which could check the race, lookup on the description string, and then link that to the images but I haven't gotten nearly long enough a beard to do that.
Yeah, that O(n) monstrocity won't be necessary, df.creature_raw.find(dfhack.gui.getSelectedUnit().race) will do it in O(log(N)) time.There it is, I knew there was a way that wouldn't have to go through all of it.
Anyway, probably better to actually read the body raws than to look at descriptions.
Is there a way to create an entity that exists in the world and may go to war and siege enemies but will never send traders to allies who are the same "faction" as them? Basically a non trading civ still capable of war.
Not really related: will setting KILL_ANIMAL:UNTHINKABLE effect a civilization's diet in gameplay thus actually making a vegetarian civ or will they eat butchered meat as usual when they are hungry?
Remove pack and pulling animals.
Can't create creatures iirc.not trying to create live creatures, just raw fish... or this case raw oysters.
Have you tried OYSTER:DEFAULT? I think DEFAULT is used when there isn't a caste.