DF from scratch- literally freezing hell over.
My first version of the Vespulae, intended to be a swarming predator...does not seem to be able to breathe. Or see. Or, for that matter, stand. I suspect I made an error somewhere...nobody ever said Creation would be this...annoying...at God College. But then, they were competent there.
I finally managed to read up on this thread a bit and I must say It's one of the most amusing things I have seen in some time. It's like watching a train wreck, but the train has chicken legs instead of wheels and instead of rolling off a track it's been flung into the sky which has inexplicably become a giant custard pie.
Don't build a lumberyard unless you go into my reactions and make prepare cave lemons not automatic. For some reason it accepts any log. This can cause infinite loops and produces incendiary lemons. So not only dose it cause the lumberyard to be useless it also produces fire.
I didn't find this out till after I uploaded.
Wiki | Admins |
http://dfscratch.shoutwiki.com/wiki/Main_Page | Zanzetkuken, Gnorm |
http://df-from-scratch.wikia.com/wiki/DF_from_Scratch_Wiki | Zanzetkuken |
http://dffs.wikia.com/wiki/DFFS_Wiki | Gnorm |
# | Modder | Player | |
0 | Halfling | laularukyrumo | 1 (http://www.bay12forums.com/smf/index.php?topic=127552.msg4349041#msg4349041) 2 (http://www.bay12forums.com/smf/index.php?topic=127552.msg4352501#msg4352501) 3 (http://www.bay12forums.com/smf/index.php?topic=127552.msg4352787#msg4352787) |
1 | BFEL | various | |
2 | StLeibowitz | A Spoony Bard | 1 (http://www.bay12forums.com/smf/index.php?topic=127552.msg4387520#msg4387520) 2 (http://www.bay12forums.com/smf/index.php?topic=127552.msg4390338#msg4390338) 3 (http://www.bay12forums.com/smf/index.php?topic=127552.msg4393496#msg4393496) |
3 | laularukyrumo | StLeibowitz | 1 (http://www.bay12forums.com/smf/index.php?topic=127552.msg4415319#msg4415319) 2 (http://www.bay12forums.com/smf/index.php?topic=127552.msg4415947#msg4415947) 3 (http://www.bay12forums.com/smf/index.php?topic=127552.msg4416657#msg4416657) 4 (http://www.bay12forums.com/smf/index.php?topic=127552.msg4418553#msg4418553) |
4 | sackhead | Gnorm | 1 (http://www.bay12forums.com/smf/index.php?topic=127552.msg4444412#msg4444412)2 (http://www.bay12forums.com/smf/index.php?topic=127552.msg4446109#msg4446109) 3 (http://www.bay12forums.com/smf/index.php?topic=127552.msg4447615#msg4447615) 4 (http://www.bay12forums.com/smf/index.php?topic=127552.msg4448762#msg4448762) 5 (http://www.bay12forums.com/smf/index.php?topic=127552.msg4450242#msg4450242) 6 (http://www.bay12forums.com/smf/index.php?topic=127552.msg4454942#msg4454942) 7 (http://www.bay12forums.com/smf/index.php?topic=127552.msg4456231#msg4456231) 8 (http://www.bay12forums.com/smf/index.php?topic=127552.msg4457247#msg4457247) 9 (http://www.bay12forums.com/smf/index.php?topic=127552.msg4460187#msg4460187) 10 (http://www.bay12forums.com/smf/index.php?topic=127552.msg4461636#msg4461636) 11 (http://www.bay12forums.com/smf/index.php?topic=127552.msg4462036#msg4462036) 12 (http://www.bay12forums.com/smf/index.php?topic=127552.msg4465336#msg4465336) 13 (http://www.bay12forums.com/smf/index.php?topic=127552.msg4468152#msg4468152) 14 (http://www.bay12forums.com/smf/index.php?topic=127552.msg4470945#msg4470945) 15 (http://www.bay12forums.com/smf/index.php?topic=127552.msg4476394#msg4476394) |
5 | HugoLuman | no endorsed report | |
6 | Zanzetkuken | ZMC | 1 (http://www.bay12forums.com/smf/index.php?topic=127552.msg4543586#msg4543586) |
8 | reemer30 | Xieg | 1 (http://www.bay12forums.com/smf/index.php?topic=127552.msg4587430#msg4587430) 2 (http://www.bay12forums.com/smf/index.php?topic=127552.msg4599973#msg4599973) |
bugfix | HugoLuman | HugoLuman Xieg Gnorm | 1 (http://www.bay12forums.com/smf/index.php?topic=127552.msg4614898;topicseen#msg4614898) 2 (http://www.bay12forums.com/smf/index.php?topic=127552.msg4615570;topicseen#msg4615570) 3 (http://www.bay12forums.com/smf/index.php?topic=127552.msg4616353#msg4616353) 4 (http://www.bay12forums.com/smf/index.php?topic=127552.msg4616790#msg4616790) 5 (http://www.bay12forums.com/smf/index.php?topic=127552.msg4622104#msg4622104) 6 (http://www.bay12forums.com/smf/index.php?topic=127552.msg4626304#msg4626304) 7 (http://www.bay12forums.com/smf/index.php?topic=127552.msg4627417#msg4627417) 8 (http://www.bay12forums.com/smf/index.php?topic=127552.msg4627853#msg4627853) 9 (http://www.bay12forums.com/smf/index.php?topic=127552.msg4643732#msg4643732) 1 (http://www.bay12forums.com/smf/index.php?topic=127552.msg4624422#msg4624422) 1 (http://www.bay12forums.com/smf/index.php?topic=127552.msg4627970#msg4627970) |
12 | Putnam | TBA | |
14 | TBA | ||
15 | TBA | ||
15 | Gnorm | vyznev Zanzetkuken Xyon Gnorm | 1 (http://www.bay12forums.com/smf/index.php?topic=127552.msg4733616#msg4733616) 2 (http://www.bay12forums.com/smf/index.php?topic=127552.msg4734905#msg4734905) 1 (http://www.bay12forums.com/smf/index.php?topic=127552.msg4734190#msg4734190) 2 (http://www.bay12forums.com/smf/index.php?topic=127552.msg4735351#msg4735351) 1 (http://www.bay12forums.com/smf/index.php?topic=127552.msg4734496#msg4734496) 2 (http://www.bay12forums.com/smf/index.php?topic=127552.msg4738192#msg4738192) 1 (http://www.bay12forums.com/smf/index.php?topic=127552.msg4736264#msg4736264) 2 (http://www.bay12forums.com/smf/index.php?topic=127552.msg4736441#msg4736441) 3 (http://www.bay12forums.com/smf/index.php?topic=127552.msg4736710#msg4736710) 4 (http://www.bay12forums.com/smf/index.php?topic=127552.msg4737121#msg4737121) |
16 | kopout | Gnorm | 1 (http://www.bay12forums.com/smf/index.php?topic=127552.msg4782138#msg4782138) 2 (http://www.bay12forums.com/smf/index.php?topic=127552.msg4782267#msg4782267) 3 (http://www.bay12forums.com/smf/index.php?topic=127552.msg4783949#msg4783949) |
17 | Xieg | TBA | |
18 | vyznev | TBA |
But come to think of it, if we want to include everyone, which is a good idea, how would the turns go? I'm drawing kind of a blank here. It would be good if we could have players who don't need to know about modding who could take turns playing this brave new world, and it would also be very good if everyone could just toss homebrewn creatures and items in. But to make this work, there should be some step where raws are read, bugtested, and collected into packs too, by which I mean that they basically work and don't ruin your game instantly such as send a berserk adamantine colossus caravan to your fort the first summer, nor knock each other out and destroy part of the world. But there probably wouldn't be many takers for a bugfixing turn?
"minimalist" universe which would probably be something like humans mining "rock", forging "metal", waging wars and farmingSounds like Minecraft DF mod to me. :Pcabbageswheat.
snip
Since civs cannot be created without creating a new world, I suggest making them (with basic materials etc.) first - everything that needs world regeneration would be made first (well there could be a test worlds) so we would have just one playing world, where we could to start adding things during the game.
I don't really see the public reading of the raws necessary. Everyone who adds something has to test it out by himself in a different save/arena. Minor bugs aren't bad, they are hilarious/weaponizable. It would be a good surprise for the next player to see what creatures and building the former overseer added.
This is a nice idea, but most modding changes do require a new world-gen, so the fortresses would be short-lived. Each modding update would require the fortress to be abandoned, and a new, virgin world to be created.
Like Sparkgear! ish.This is a nice idea, but most modding changes do require a new world-gen, so the fortresses would be short-lived. Each modding update would require the fortress to be abandoned, and a new, virgin world to be created.
Halfling has addressed this, and we feel that would hardly break the concept.
It won't be a "true" succession game, but it will be awesome spiritual succession.
i would actually like to play Very Basic DF. Because i like Very Basic things.
What do you mean someone who knows what they are doing? :D
Can you not define zero titans/FBs/night trolls/bogeys/vamps/werewolves/demons in worldgen parameters and just not have DF whining?
I want to sign up for a 'mod' turn.
Also please sign me up for a mod turn and a play turn, cause it doesn't look like we have a lot of people playing.
Happy to have you. I'll fill the turns in order and edit the first post once this initial save is working.
Spoiler (click to show/hide)
Here is a question. Is there a way to use this mod without messing up my normal dwarf fortress? How would I do that?
Ok, got the real download, and have started the creation of my new and improved elves (no they aren't on fire. Yet. That's the players job :P)
Mostly just a copy of masterworks elves (with the masterwork parts taken out) right now, with some major exceptions.
One other major problem for now- All the body detail plans that the regular elves use are gone. So I'll have to find some way to rewrite the ENTIRE ELVEN BODY STRUCTURE. Dammit Halfling :P you just had to make this difficult :'(
>EDIT: WHAT THE MONKEY CRAPPING BALLSACKS IS UP WITH THESE FILES? I LOOKED AT ONE AND IT WAS ALL HORIZONTAL INSTEAD OF VERTICAL OMG WTF HALFLING?
Uh, sup. Yeah, they may be in unix line termination format right now. I'll convert them to a Windows/DOS line termination format... or did the problem resolve itself?
Remember, we are making this from scratch. Copying code from other established mods or vanilla is not allowed... reproducing features is fine and unavoidable, but do it by your own hand. And to make it so much more attractive, I naturally had to write new body templates incompatible with everything else.
You can either refer to my templates or write your own to make the elves. The choice is yours. Doing the latter will give you more control.
Uh, sup. Yeah, they may be in unix line termination format right now. I'll convert them to a Windows/DOS line termination format... or did the problem resolve itself?
language_hungarian
[OBJECT:LANGUAGE]
[TRANSLATION:HILARIOUS]
[T_WORD:CAN:my]
[T_WORD:I:hovercraft]
[T_WORD:PLEASE:is]
[T_WORD:BUY:full]
[T_WORD:SOME:of]
[T_WORD:MATCHES:eels]
I tried it, but without any picks, or metals to choose from, the halflings can't do anything :/ No digging, no tree chopping, nothing. They all died. All the precious halflings of Tigershield succumbed to hunger because they had nowhere to butcher the ducks they had.
I tried it, but without any picks, or metals to choose from, the halflings can't do anything :/ No digging, no tree chopping, nothing. They all died. All the precious halflings of Tigershield succumbed to hunger because they had nowhere to butcher the ducks they had.
I'll write a guide to playing the halflings too, just give me a minute. They play VERY differently from vanilla. Just give me a minute. First the unix -> windows conversion. :D
Short:
Halflings don't get ANY metals, anvils or digging equipment at worldgen, nor are there any metals that can be forged by them into anvils in worldgen in the world at this time.
Instead, to dig, you must first make a shovel from a cudgel and a piece of wood at a craftsman's workshop (since DF mechanics don't normally allow wooden digging implements and I wrote a reaction to circumvent that)
To get your first anvil, you must either trade for one (in a future version where there are non-halfling creatures to trade with), or make coal, refine metal, and use the "cast a crude anvil" reaction at a smelter.
Long:
coming soon
So, now how do we get wood?
creature_treelords
[OBJECT:CREATURE]
[CASTE:TREELORDMALE]
[POP_RATIO:10][MALE]
[DESCRIPTION:A sentient tree, progenitor of the elven menace.]
[CASTE:TREELORDFEMALE]
[POP_RATIO:10][FEMALE]
[DESCRIPTION:A sentient tree, progenitor of the elven menace.]
[CASTE:ELF]
[POP_RATIO:80]
[DESCRIPTION:A medium-sized creature claiming to be a ruthless protector of nature. In truth it is a mere pawn of the forests and has no will of its own.]
[NAME:elf:elves:elven]
[CASTE_NAME:elf:elves:elven]
[CREATURE_TILE:140][COLOR:7:0:0]
[CREATURE_SOLDIER_TILE:140]
[CAN_SPEAK][SLOW_LEARNER][VERMIN_HATEABLE]
[CANOPENDOORS][NOTHOUGHT][WAGON_PULLER]
[BENIGN][NO_SLEEP]
[MAXAGE:1000:2000]
[PREFSTRING:dying screams]
[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:TONGUE:FACIAL_FEATURES:TEETH:RIBCAGE]
[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]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:CREATURE_MAT:ANIMAL:SINEW:200]
[LIGAMENTS:CREATURE_MAT:ANIMAL:SINEW:200]
[HAS_NERVES]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:CREATURE_MAT:ELF:BLOOD:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:CREATURE_MAT:ANIMAL:PUS:LIQUID]
[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]
[BODY_SIZE:0:0:3000]
[BODY_SIZE:1:168:15000]
[BODY_SIZE:12:0:60000]
[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: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_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
[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: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]
[BABY:1]
[CHILD:12]
[EQUIPS]
[DIURNAL]
[HOMEOTHERM:10067]
[SWIMS_LEARNED][SWIM_SPEED:2500]
[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]
[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: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: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_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]
BTW, is this "keeping everyone informed of everything I'm doing/modding step by step" thing cool, or is it just annoying?
Ok, after looking through the new raws, yes you fixed the issue.
Also I MIGHT be able to use these body plans on the elves (definitely not the treelords though, gonna make them from scratch)
I wanted to do some modding, and then maybe a succession turn much later after some madness has had time to really express itself.
Minor update... I was wondering what made halflings unhappy, and it turns out it's pretty embarrassing to not have shoes even if you don't even know what they are. Completely forgot. So I went ahead and defined sandals now, it's in the newest version (re-download from same DFFD page if that's bothering you).
Really, really should playtest this stuff longer and not just be like okay, the mechanics work, the world gens and embarking works, this'll be fine. :D But in a week it'll be perfect.
Yeah, uh, I did make organics more valuable, but still, that shouldn't be :D
I decided to appoint a broker too, probably should have earlier. Turns out mallard meat is worth so much negative money that it causes the universe to twist and wrap around itself and makes you incredibly rich.
Turns out that's because my material templates didn't include default material values. Wiki said it defaults to 1 so never having built a whole universe and its materials' materials, I was like "well okay, why am I defining this for everything if it's going to assume anyway".
Fixed in the newest update (http://dffd.wimbli.com/file.php?id=7776), for all materials defined by me or my templates. This patch you can apply to your save too, by overwriting its raws. Takes effect immediately.
I actually was very scared what would happen should some dangerous civs be added. I mean, imagine what it would be like. Yeah, migration waves get bigger with wealth, but so do invasions. Imagine what 90 angry orcs could do to our halflings!
On a tangent, though, is it possible to have a multi-racial fort, like dwarves, halflings, and other creatures we create all working side by side?
You can sure create an "alliance" race just copying creatures into its castes, but they'll interbreed which might bother you or be just as planned.
Oh, I'm going to start work on my additions now, and splice them in when my turn arrives. I mean, why wait if we are each (apparently) going to code everything new for our additions?
-snip-
-snip-
Current Progress and Plans
I've already ripped out the body parts from vanilla's body_default, and my mod's body_dragonic_civilization, and cobbled the parts together in the file so that if anyone wants to define their own creatures using the dragon template, all they need to do is use [Body:Dragon_Ztg] since I put everything into that.
I've also defined one creature from a rip of the dragons from vanilla, and have modified it into a [pet] creature that may be worse than cats, because of its [Mischievous], [Curiousbeast_item], [Curiousbeast_Eater], and [Adopts_Owner] tags.
I've got some more creature additions planned, but I am keeping those under wraps to be discovered.
I'm probably going to make my civilization additions will be various forms of dragon humanoids (nonplayable), and those whom are against them and kidnap various civilized creatures to help in the fight (playable).
The second civilization will have access to an interaction that modifies the meteoric iron into a metal that is stronger against the dragon humanoids and dragons I am adding, when another metal I will add is forged with it.
-more will be added as I come up with it-
Cool additions but ripping bodies and creatures from vanilla, or a mod that's already out, kind of breaks the "from scratch" thing that's supposed to be going on and breaks the rules. Sorry to rain on your parade. The goal ITT is to make something new entirely.
Cool additions but ripping bodies and creatures from vanilla, or a mod that's already out, kind of breaks the "from scratch" thing that's supposed to be going on and breaks the rules. Sorry to rain on your parade. The goal ITT is to make something new entirely.
I'm only doing that to save time, because I am working at my neighbors house a few hours out of the day, learning java, and having to read a book over the summer for a class at my school. I could type up everything, but it would wind up exactly the same. If you still want me to type it in manually, then I will, but I would rather perform a rip and modify to save time.
inorganic_stone_bfel
[OBJECT:INORGANIC]
[INORGANIC:JADED_SLADE]
[STATE_NAME_ADJ:ALL_SOLID:jaded slade][DISPLAY_COLOR:2:0:1][TILE:176]
[ITEM_SYMBOL:'*']
[DISPLAY_COLOR:2:0:1]
[AQUIFER]
[ALL_STONE]
[MATERIAL_VALUE:24]
[SPEC_HEAT:500]
[MELTING_POINT:12718]
[BOILING_POINT:14968]
[ITEMS_WEAPON][ITEMS_DIGGER][ITEMS_ARMOR]
[SOLID_DENSITY:7850]
[LIQUID_DENSITY:6980]
[MOLAR_MASS:55845]
[IMPACT_YIELD:1505000]
[IMPACT_FRACTURE:2520000]
[IMPACT_STRAIN_AT_YIELD:940]
[COMPRESSIVE_YIELD:1505000]
[COMPRESSIVE_FRACTURE:2520000]
[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]
[IS_STONE]
[VEIN]
[UNDIGGABLE]
[DO_NOT_CLEAN_GLOB]
I think Halfling is just concerned because you made it sound like you were outright copying things, which you seem to be doing what I do, which is to use the ripped raws as a baseline with which to edit into unrecognizability.
Glad you're enjoying it. You should dig that meteoric iron and see what happens. I actually didn't try that yet. There are currently no clowns in the world even if you enabled them in worldgen, so who knows?
Cool additions but ripping bodies and creatures from vanilla, or a mod that's already out, kind of breaks the "from scratch" thing that's supposed to be going on and breaks the rules. Sorry to rain on your parade. The goal ITT is to make something new entirely.
I'm only doing that to save time, because I am working at my neighbors house a few hours out of the day, learning java, and having to read a book over the summer for a class at my school. I could type up everything, but it would wind up exactly the same. If you still want me to type it in manually, then I will, but I would rather perform a rip and modify to save time.
I just tried, I get the discovery message but not the invasion one, and nothing spawns either immediately or later, it seems.
-snip-
Speaking of fish in the sea you just reminded me of something I need to do....
Also, think you could have someone start a player turn up right now with just your stuff Halfling?
I just got an image of UristMcHalfling going "don't worry kid, theres plenty more fish in the sea!" "the fuck are you talking about Urist? Everyone knows nothing exists in the sea."
Yeah its retarded but it made me chuckle a bit :P
816 types of dragon? I don't even know what to say to that :P
They'll need to be 51 separate creatures, as castes can't be given different biomes (says wiki). Then it should be relatively easy... just build a basic hornless, toothless dragon body and separate dragon horn and tooth parts. Makes it very easy to make the different castes by using or not using the tooth and horn. Once you've defined one you'll probably want to use COPY_TAGS_FROM and creature variations to make the rest (look up animal men in vanilla). Don't know more about that, never used the former tag much. Things like colors can be applied by creature variations too, look at the halfling raws for that.
Edit: By the way, why is there a question mark next to my name on the 'turn' list?
Even the creation myth reads like a horror story. Unlike in some myths, here God was definitely not a natural craftsman. After creating the stars and the earth, god brought forth the first of all creatures on a plain of rock, in a temple where magma and water meet. The first of the firstborn, the halflings Adam and Eve, instantly conflagrated and burned with inner heat while trying to kill each other out of mercy. So god declared living creatures should not have a higher inner temperature than it takes to melt their flesh. Next verse, god decides the spine and the skull are to be inside a halfling's body and not on the surface, and that clothing is to be worn on the skin and not on the skeleton. Later still, trying to create hair, the creator makes everyone grow hair as thick as their bones all over their bodies, that's in all the colors of the rainbow in patches. Next verse details the creation of the "face" in the front of the head to be home to various formerly randomly scattered body parts. Then god possesses one halfling to murder a hundred in order to test whether their skulls are sufficiently thick. And it's just downhill from there on when the combat prowess of all the rest of creation is measured by how many halflings they can kill. That's why leading halfling academicians craft and bury elaborate fossils in the earth to later uncover and theorize on - to protect everyone from having to know the horrible truth of the world.
Well, by combining biomes (and ignoring ones that didn't make sense) I managed to reduce it from 51, to 17. So it is now at 272, 1/3 what was formerly there. Huzzah!
body_bfel
[OBJECT:BODY]
[BODY:SEA_ANGEL]
[BP:UB:upper body:upper bodies][UPPERBODY][HEAD][THOUGHT]
[DEFAULT_RELSIZE:2000]
[BP:LB:lower body:lower bodies][CON:UB][LOWERBODY]
[DEFAULT_RELSIZE:1000]
[BP:RW:right wing:STP][CONTYPE:LOWERBODY][RIGHT][FLIER]
[DEFAULT_RELSIZE:750]
[BP:LW:left wing:STP][CONTYPE:LOWERBODY][LEFT][FLIER]
[DEFAULT_RELSIZE:750]
[BP:ORG:organ bundle:STP][CON:UB][INTERNAL][GUTS][BREATHE][UNDER_PRESSURE]
[DEFAULT_RELSIZE:500]
[BP:TL:tail:STP][CON:LB][GRASP]
[BODY:CLAYMAN]
[BP:UB:upper body:upper bodies][UPPERBODY][CONNECTOR][NERVOUS]
[DEFAULT_RELSIZE:3000]
[BP:LB:lower body:lower bodies][LOWERBODY]
[DEFAULT_RELSIZE:1000]
[BODY:CLAYMAN_LIMBS]
[BP:RA:right arm:STP][CONTYPE:UPPERBODY][LIMB][RIGHT][SOCKET]
[DEFAULT_RELSIZE:1000]
[BP:LA:left arm:STP][CONTYPE:UPPERBODY][LIMB][LEFT][SOCKET]
[DEFAULT_RELSIZE:1000]
[BP:RH:right hand:STP][CON:RA][GRASP][RIGHT][SOCKET]
[DEFAULT_RELSIZE:200]
[BP:LH:left hand:STP][CON:LA][GRASP][LEFT][SOCKET]
[DEFAULT_RELSIZE:200]
[BP:RL:right leg:STP][CONTYPE:LOWERBODY][LIMB][RIGHT][SOCKET]
[DEFAULT_RELSIZE:1000]
[BP:LL:left leg:STP][CONTYPE:LOWERBODY][LIMB][LEFT][SOCKET]
[DEFAULT_RELSIZE:1000]
[BP:RF:right foot:right feet][CON:RL][STANCE][RIGHT][SOCKET]
[DEFAULT_RELSIZE:200]
[BP:LF:left foot:left feet][CON:LL][STANCE][LEFT][SOCKET]
[DEFAULT_RELSIZE:200]
[BODY:TREELORD]
wait we have malards hounds and halfling's elves and somthing else and your adding 51 dragons roughly 9/10 species will be dragons... this sounds safe
Did nobody else notice the presence of a stone with both [AQUIFER] and [UNDIGGABLE]? Good lord... that's frightening.
Ahem, if nobody else wants to take the first turn, I'll do it. This first version of the world is actually pretty cool, I like it as a way to slowly introduce a new person to DF. Give them halflings instead of dwarves, it's a nice, controlled, less lethal way to introduce them to concepts. Then drop the vanilla game on them and watch them shit bricks.
Holy crap how did I miss this!? May I have a modding turn, please?
wait we have malards hounds and halfling's elves and somthing else and your adding 51 dragons roughly 9/10 species will be dragons... this sounds safe
Well, these dragons wind up at a maximum size of [BODY_SIZE:120:0:92500] and have [MAXAGE:100:120], but also have [CURIOUSBEAST_ITEM],[CURIOUSBEAST_EATER],[BUILDINGDESTROYER:1],[ADOPTS_OWNER] (uses [PET] instead of [PET_EXOTIC]), and [MISCHIEVOUS]
Did nobody else notice the presence of a stone with both [AQUIFER] and [UNDIGGABLE]? Good lord... that's frightening.
body_bfel
[OBJECT:BODY]
[BODY:SEA_ANGEL]
[BP:UB:upper body:upper bodies][UPPERBODY][HEAD][THOUGHT]
[DEFAULT_RELSIZE:2000]
[BP:LB:lower body:lower bodies][CON:UB][LOWERBODY]
[DEFAULT_RELSIZE:1000]
[BP:RW:right wing:STP][CONTYPE:LOWERBODY][RIGHT][FLIER]
[DEFAULT_RELSIZE:750]
[BP:LW:left wing:STP][CONTYPE:LOWERBODY][LEFT][FLIER]
[DEFAULT_RELSIZE:750]
[BP:ORG:organ bundle:STP][CON:UB][INTERNAL][GUTS][BREATHE][UNDER_PRESSURE]
[DEFAULT_RELSIZE:500]
[BP:TL:tail:STP][CON:LB][GRASP]
[BODY:CLAYMAN]
[BP:UB:upper body:upper bodies][UPPERBODY][CONNECTOR][NERVOUS]
[DEFAULT_RELSIZE:3000]
[BP:LB:lower body:lower bodies][LOWERBODY]
[DEFAULT_RELSIZE:1000]
[BODY:CLAYMAN_LIMBS]
[BP:RA:right arm:STP][CONTYPE:UPPERBODY][LIMB][RIGHT][SOCKET]
[DEFAULT_RELSIZE:1000]
[BP:LA:left arm:STP][CONTYPE:UPPERBODY][LIMB][LEFT][SOCKET]
[DEFAULT_RELSIZE:1000]
[BP:RH:right hand:STP][CON:RA][GRASP][RIGHT][SOCKET]
[DEFAULT_RELSIZE:200]
[BP:LH:left hand:STP][CON:LA][GRASP][LEFT][SOCKET]
[DEFAULT_RELSIZE:200]
[BP:RL:right leg:STP][CONTYPE:LOWERBODY][LIMB][RIGHT][SOCKET]
[DEFAULT_RELSIZE:1000]
[BP:LL:left leg:STP][CONTYPE:LOWERBODY][LIMB][LEFT][SOCKET]
[DEFAULT_RELSIZE:1000]
[BP:RF:right foot:right feet][CON:RL][STANCE][RIGHT][SOCKET]
[DEFAULT_RELSIZE:200]
[BP:LF:left foot:left feet][CON:LL][STANCE][LEFT][SOCKET]
[DEFAULT_RELSIZE:200]
[BODY:CLAYMAN_HEAD]
[BP:HE:head:STP][CONTYPE:UPPERBODY][HEAD]
[DEFAULT_RELSIZE:500]
[BODY:TREELORD]
[BP:TRU:trunk:STP][UPPERBODY][LOWERBODY][HEAD][THOUGHT][CONNECTOR]
[DEFAULT_RELSIZE:6000]
[BODY:TREELORD_BRANCHES]
[BP:RBR:right branch:STP][CONTYPE:UPPERBODY][DIGIT][RIGHT][NUMBER:10][CATEGORY:BRANCH]
[DEFAULT_RELSIZE:4000]
[BP:RBR:right branch:STP][CONTYPE:UPPERBODY][DIGIT][RIGHT][NUMBER:10][CATEGORY:BRANCH]
[DEFAULT_RELSIZE:4000]
[BP:RBR:right branch:STP][CONTYPE:UPPERBODY][DIGIT][RIGHT][NUMBER:10][CATEGORY:BRANCH]
[DEFAULT_RELSIZE:4000]
[BP:LBR:left branch:STP][CONTYPE:UPPERBODY][DIGIT][LEFT][NUMBER:10][CATEGORY:BRANCH]
[DEFAULT_RELSIZE:4000]
[BP:LBR:left branch:STP][CONTYPE:UPPERBODY][DIGIT][LEFT][NUMBER:10][CATEGORY:BRANCH]
[DEFAULT_RELSIZE:4000]
[BP:LBR:left branch:STP][CONTYPE:UPPERBODY][DIGIT][LEFT][NUMBER:10][CATEGORY:BRANCH]
[DEFAULT_RELSIZE:4000]
[BODY:TREELORD_ROOTS]
[BP:RRT:right root:STP][CONTYPE:LOWERBODY][STANCE][NUMBER:3][CIRCULATION][RIGHT]
[DEFAULT_RELSIZE:1000]
[BP:RRT:right root:STP][CONTYPE:LOWERBODY][STANCE][NUMBER:3][CIRCULATION][RIGHT]
[DEFAULT_RELSIZE:1000]
[BP:LRT:left root:STP][CONTYPE:LOWERBODY][STANCE][NUMBER:3][CIRCULATION][LEFT]
[DEFAULT_RELSIZE:1000]
[BP:LRT:left root:STP][CONTYPE:LOWERBODY][STANCE][NUMBER:3][CIRCULATION][LEFT]
[DEFAULT_RELSIZE:1000]
[BODY:TREELORD_VEG]
[BP:LVS:leaf:leaves][CON_CAT:BRANCH][BREATHE][EMBEDDED][SMALL][SOCKET]
[DEFAULT_RELSIZE:50]
[BP:RVN:right vine:STP][CONTYPE:UPPERBODY][LIMB][GRASP][NUMBER:5][INTERNAL][RIGHT]
[DEFAULT_RELSIZE:500]
[BP:RVN:right vine:STP][CONTYPE:UPPERBODY][LIMB][GRASP][NUMBER:5][INTERNAL][RIGHT]
[DEFAULT_RELSIZE:500]
[BP:LVN:left vine:STP][CONTYPE:UPPERBODY][LIMB][GRASP][NUMBER:5][INTERNAL][LEFT]
[DEFAULT_RELSIZE:500]
[BP:LVN:left vine:STP][CONTYPE:UPPERBODY][LIMB][GRASP][NUMBER:5][INTERNAL][LEFT]
[DEFAULT_RELSIZE:500]
Great! I think some of those body parts may become named a bit confusingly? Since I think you'll have three first right branches, and so on. They'll apparently have 25 body parts and 60 digits they can use to wrestle. Wonder how the AI handles that.
Sorry to nag about the rules but you should also give the individual objects your handle, e.g. SEA_ANGEL_BFEL, JADED_SLADE_BFEL, to make everyone's life easier in the future, and for compatibility with other stuff (and also because makes it cool to later instantly see which parts are from where). Can make without and add it later, but it's probably easier to add it from the start.
Sorry to nag about the rules but you should also give the individual objects your handle, e.g. SEA_ANGEL_BFEL, JADED_SLADE_BFEL, to make everyone's life easier in the future, and for compatibility with other stuff (and also because makes it cool to later instantly see which parts are from where). Can make without and add it later, but it's probably easier to add it from the start.
Wouldn't that kinda make things harder for the next players though?
Knowing that the body part you want is [SEA_ANGEL] is one thing, but having to remember which person created it as well could become a bit much?
Still, your thread/game so I guess you make the rules.
tissue_template_bfel
[OBJECT:TISSUE_TEMPLATE]
[TISSUE_TEMPLATE:BARK_TEMPLATE_BFEL]
[TISSUE_NAME:bark:bark]
[TISSUE_MATERIAL:ELFWOOD_TEMPLATE_BFEL:BARK]
[RELATIVE_THICKNESS:5]
[HEALING_RATE:1000]
[VASCULAR:1]
[PAIN_RECEPTORS:2]
[CONNECTS]
[TISSUE_MAT_STATE:SOLID]
[TISSUE_SHAPE:LAYER]
[THICKENS_ON_ENERGY_STORAGE]
[TISSUE_TEMPLATE:SAP_TEMPLATE_BFEL]
[TISSUE_NAME:sap:sap]
[TISSUE_MATERIAL:ELFWOOD_TEMPLATE_BFEL:SAP]
[RELATIVE_THICKNESS:1]
[HEALING_RATE:1]
[TISSUE_MAT_STATE:LIQUID]
[INSULATION:40]
[TISSUE_LEAKS]
[TISSUE_TEMPLATE:VINE:VINE_TEMPLATE_BFEL]
[TISSUE_NAME:vine:STP]
[TISSUE_MATERIAL:PLANT_STRUCTURE_HLG:VINE]
[RELATIVE_THICKNESS:2]
[HEALING_RATE:30]
[TISSUE_SHAPE:STRANDS]
[PAIN_RECEPTORS:4]
[THICKENS_ON_STRENGTH]
[MUSCULAR]
[TISSUE_TEMPLATE:LEAF:LEAF_TEMPLATE_BFEL]
[TISSUE_NAME:leaf:leaves]
[TISSUE_MATERIAL:PLANT_STRUCTURE_HLG:LEAF]
[RELATIVE_THICKNESS:1]
[HEALING_RATE:1]
[FUNCTIONAL]
[SUBORDINATE_TO_TISSUE:BARK]
material_template_organic_bfel
[OBJECT:MATERIAL_TEMPLATE]
[MATERIAL_TEMPLATE:ELFWOOD_TEMPLATE_BFEL]
[STATE_COLOR:ALL_SOLID:BROWN]
[STATE_NAME:ALL_SOLID:wood]
[STATE_ADJ:ALL_SOLID:wooden]
[STATE_COLOR:LIQUID:BROWN]
[STATE_NAME:LIQUID:sap]
[STATE_ADJ:LIQUID:sappy]
[STATE_COLOR:GAS:BROWN]
[STATE_NAME:GAS:n/a]
[STATE_ADJ:GAS:n/a]
[DISPLAY_COLOR:6:0:0]
[MATERIAL_VALUE:-2]
[SPEC_HEAT:420]
[IGNITE_POINT:10458]
[MELTING_POINT:NONE]
[BOILING_POINT:NONE]
[HEATDAM_POINT:10250]
[COLDDAM_POINT:9001]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:500]
[LIQUID_DENSITY:NONE]
[MOLAR_MASS:NONE]
[IMPACT_YIELD:10000]
[IMPACT_FRACTURE:10000]
[IMPACT_STRAIN_AT_YIELD:1000]
[COMPRESSIVE_YIELD:10000]
[COMPRESSIVE_FRACTURE:10000]
[COMPRESSIVE_STRAIN_AT_YIELD:1000]
[TENSILE_YIELD:10000]
[TENSILE_FRACTURE:10000]
[TENSILE_STRAIN_AT_YIELD:1000]
[TORSION_YIELD:10000]
[TORSION_FRACTURE:10000]
[TORSION_STRAIN_AT_YIELD:1000]
[SHEAR_YIELD:40000] used pine
[SHEAR_FRACTURE:40000]
[SHEAR_STRAIN_AT_YIELD:1000]
[BENDING_YIELD:10000]
[BENDING_FRACTURE:10000]
[BENDING_STRAIN_AT_YIELD:1000]
[MAX_EDGE:1500]
[ABSORPTION:0]
[ITEMS_HARD]
[ITEMS_WEAPON]
[ITEMS_WEAPON_RANGED]
[ITEMS_AMMO]
[ITEMS_ARMOR]
[ITEMS_SIEGE_ENGINE]
[SYNDROME]
[SYN_NAME:sneaky elven bastards]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_IMMUNE_CREATURE:TREELORD:ALL]
[SYN_CONTACT]
[SYN_INGESTED]
[SYN_INHALED]
[CE_BP_APPEARANCE_MODIFIER:EAR:APPEARANCE_MODIFIER:HEIGHT:110:SEV:10:PROB:100:RESISTABLE:SIZE_DILUTES:START:5:PEAK:403200:END:500000]
[CE_BODY_TRANSFORMATION:PROB:1:START:302400
[CE:CREATURE:TREELORD:ELF]
[WOOD][HARDENS_WITH_WATER][GENERATES_MIASMA]
[REACTION_CLASS:REFINE_WOOD][BLOCK_NAME:plank:planks]
b_detail_plan_bfel
[BODY_DETAIL_PLAN:PLANT_MATERIALS_BFEL]
[ADD_MATERIAL:PLANT_STRUCTURE_HLG]
[ADD_MATERIAL:ELFWOOD_TEMPLATE_BFEL]
[BODY_DETAIL_PLAN:PLANT_TISSUES_BFEL]
[ADD_TISSUE:BARK_TEMPLATE_BFEL]
[ADD_TISSUE:SAP_TEMPLATE_BFEL]
[ADD_TISSUE:VINE_TEMPLATE_BFEL]
[ADD_TISSUE:LEAF_TEMPLATE_BFEL]
[BODY_DETAIL_PLAN:PLANT_LAYERS_BFEL]
[BP_LAYERS:BY_CATEGORY:TRUNK:BARK:100:SAP:30:BARK:10]
[BP_LAYERS:BY_CATEGORY:BRANCH:SAP:10:BARK:35]
[BP_LAYERS:BY_CATEGORY:ROOT:BARK:50:SAP:20:BARK:10]
[BP_LAYERS:BY_CATEGORY:LEAF:SAP:1:LEAF:3]
[BP_LAYERS:BY_CATEGORY:VINE:SAP:2:VINE:10]
[BP_POSITION:BY_CATEGORY:ROOT:BOTTOM]
[BP_RELATION:BY_CATEGORY:TRUNK:ABOVE:BY_CATEGORY:ROOT]
[BP_RELATION:BY_CATEGORY:VINE:AROUND:BY_CATEGORY:TRUNK:30]
[BP_RELATION:BY_CATEGORY:BRANCH:ABOVE:BY_CATEGORY:TRUNK]
[BP_RELATION:BY_CATEGORY:BRANCH:SURROUNDED_BY:BY_CATEGORY:LEAF]
Well, I could make approximately 500 species of bizarre animals to water down the dragon population a bit. How do you feel about land-bound bovid squid things?
I'm starting to have concerns as to whether I will get all this stuff finished within the time limit....this is all just ONE body template, and its taken me half the week just to get it ALMOST done.....and I still have like, 5 more creatures I want to add.....shitbuckets.....
This is of course assuming that DFFS (Dwarf fortress from scratch) will be compatible with tilesets like Phoebus (fat chance, but figured I would make the effort regardless.)
I'm awake!
I just re-downloaded the new update and am genning a world now. Small island, 15 megabeasts 40 semimegabeasts, no titans/demons/night trolls/bogeys/etc etc etc, 400 year history, minimum cavern water 5 instead of 0 (to guarantee spores, just in case that's relevant), only 4 civilizations instead of 10 because there are only halflings, other settings unchanged from default.
Let's all make at least one. I'll do an ancient war machine.
1)I'm making the Treelord creature file now (finally finished the damn body plans...jesus...) however I have no idea what creature tile would be appropriate for a sentient tree.
2)This is of course assuming that DFFS (Dwarf fortress from scratch) will be compatible with tilesets like Phoebus (fat chance, but figured I would make the effort regardless.)
I've got a tiny farm on the surface, because it's telling me "No mud/soil for farming" even though there's clearly dirt. I'm not sure if it'll let me farm, so I'm testing that out.
Ducks are as big as halflings, Hounds even bigger and more vicious, and I'm fairly certain there are mega and semimegabeasts already ingame. Potentially other surprises. I'm not taking chances.
What is there to defend against? Treelords and elves? Are they set to be pure evil cannibalistic monsters or something?
interaction_bfel
[OBJECT:INTERACTION]
[INTERACTION:ELF_RESURRECT_BFEL]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CORPSE]
[IT_LOCATION:CONTEXT_BP]
[IT_AFFECTED_CREATURE:TREELORD:ELF]
[IT_REQUIRES:FIT_FOR_RESURRECTION]
[I_EFFECT:RESURRECT]
[IE_TARGET:A]
[IE_IMMEDIATE]
[INTERACTION:CLAYMAN_ANIMATE_BFEL]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CORPSE]
[IT_LOCATION:CONTEXT_BP]
[IT_AFFECTED_CREATURE:CLAYMAN:ALL]
[IT_REQUIRES:FIT_FOR_ANIMATION]
[I_EFFECT:ANIMATE]
[IE_TARGET:A]
[IE_IMMEDIATE]
[INTERACTION:CLAYMAN_REGEN_BFEL]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_AFFECTED_CREATURE:CLAYMAN:ALL]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[CE_BODY_TRANSFORMATION:START:0:END:1]
[CE:CREATURE:CLAYMAN:ALL]
Ducks are as big as halflings, Hounds even bigger and more vicious, and I'm fairly certain there are mega and semimegabeasts already ingame. Potentially other surprises. I'm not taking chances.
Are there? I thought it was just ducks, halflings, hounds, and elf-freaks. I'll check the raws. Still, caution is good.
Also, until we feel up to making our own, we might want to leave the vanilla RCP stuff in, so we can get titans and stuff made of our materials.
Yeah you guys are gonna hate me SOOOOO much when this is done 8)
EDIT: speaking of eggs. I've got a stack of 11 eggs and a stack of 13 eggs sitting in my stockpile. Z-screen kitchen doesn't show eggs as cookable. That may need to be fixed, since I KNOW you can't eat raw eggs. :( So much for that plan. I guess I'll have to butcher baby ducks instead.
[CREATURE:TREELORD]
[CASTE:TREELORDMALE]
[POP_RATIO:10][MALE]
[DESCRIPTION:A sentient tree, progenitor of the elven menace.]
[CASTE_NAME:treelord:treelords:forested]
[CREATURE_TILE:][COLOR:]
[INTELLIGENT][NO_THOUGHT_CENTER_FOR_MOVEMENT][NO_DIZZINESS][NO_FEVERS]
[NOBONES][NOMEAT][NONAUSEA][NOSKIN][NOSKULL][NO_SLEEP][UTTERANCES]
[MOUNT][EXTRAVISION][CANOPENDOORS][BUILDINGDESTROYER:1]
[PREFSTRING:natural majesty]
[CREATURE_CLASS:ALL]
[HAS_NERVES]
[BODY_DETAIL_PLAN:PLANT_MATERIALS_BFEL]
[BODY_DETAIL_PLAN:PLANT_TISSUES_BFEL]
[BODY_DETAIL_PLAN:PLANT_LAYERS_BFEL]
[APPLY_CREATURE_VARIATION:ELF_RESURRECT_BFEL]
[PHYS_ATT_RANGE:AGILITY:100:170:230:280:350:390:450]
[PHYS_ATT_RANGE:RECUPERATION:450:950:1150:1250:1350:1550:2250]
[PHYS_ATT_RANGE:DISEASE_RESISTANCE:5000:5000:5000:5000:5000:5000:5000]
[MENT_ATT_RANGE:PATIENCE:5000:5000:5000:5000:5000:5000:5000]
[MENT_ATT_RANGE:MEMORY:5000:5000:5000:5000:5000:5000:5000]
[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:KINESTHETIC_SENSE:700:1200:1400:1500:1600:1800:2500]
[BODY_SIZE:0:0:10]
[BODY_SIZE:10:90:200000]
[BODY_SIZE:100:168:2000000]
[BODY_SIZE:400:37:8000000]
[APPLY_CREATURE_VARIATION:CLEANS_SELF_DAILY_HLG]
[BABY:10]
[CHILD:50]
[DIURNAL]
[HOMEOTHERM:10067]
[SWIMS_LEARNED][SWIM_SPEED:25000]
[SPEED:5000]
[CASTE:TREELORDFEMALE]
[POP_RATIO:10][FEMALE][LITTERSIZE:7:30]
[DESCRIPTION:A sentient tree, progenitor of the elven menace.]
[CASTE_NAME:treequeen:treequeens:forested]
[CREATURE_TILE:6][COLOR:6:0:0]
[CHILDNAME:seedling:seedlings]
[INTELLIGENT][NO_THOUGHT_CENTER_FOR_MOVEMENT][NO_DIZZINESS][NO_FEVERS]
[NOBONES][NOMEAT][NONAUSEA][NOSKIN][NOSKULL][NO_SLEEP][UTTERANCES]
[MOUNT][EXTRAVISION][CANOPENDOORS][BUILDINGDESTROYER:1]
[PREFSTRING:natural majesty]
[CREATURE_CLASS:ALL]
[HAS_NERVES]
[BODY_DETAIL_PLAN:PLANT_MATERIALS_BFEL]
[BODY_DETAIL_PLAN:PLANT_TISSUES_BFEL]
[BODY_DETAIL_PLAN:PLANT_LAYERS_BFEL]
[APPLY_CREATURE_VARIATION:ELF_RESURRECT_BFEL]
[PHYS_ATT_RANGE:AGILITY:100:170:230:280:350:390:450]
[PHYS_ATT_RANGE:RECUPERATION:450:950:1150:1250:1350:1550:2250]
[PHYS_ATT_RANGE:DISEASE_RESISTANCE:5000:5000:5000:5000:5000:5000:5000]
[MENT_ATT_RANGE:PATIENCE:5000:5000:5000:5000:5000:5000:5000]
[MENT_ATT_RANGE:MEMORY:5000:5000:5000:5000:5000:5000:5000]
[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:KINESTHETIC_SENSE:700:1200:1400:1500:1600:1800:2500]
[BODY_SIZE:0:0:10]
[BODY_SIZE:10:90:200000]
[BODY_SIZE:100:168:2000000]
[BODY_SIZE:400:37:8000000]
[APPLY_CREATURE_VARIATION:CLEANS_SELF_DAILY_HLG]
[BABY:10]
[CHILD:50]
[DIURNAL]
[HOMEOTHERM:10067]
[SWIMS_LEARNED][SWIM_SPEED:25000]
[SPEED:5000]
[CASTE:ELF]
[POP_RATIO:80]
[DESCRIPTION:A medium-sized creature claiming to be a ruthless protector of nature. In truth it is a mere pawn of the forests and has no will of its own.]
[CASTE_NAME:elf:elves:elven]
[CREATURE_TILE:140][COLOR:7:0:0]
[CREATURE_SOLDIER_TILE:140]
[CAN_SPEAK][SLOW_LEARNER][VERMIN_HATEABLE]
[CANOPENDOORS][NOTHOUGHT][WAGON_PULLER]
[BENIGN][NO_SLEEP]
[MAXAGE:1000:2000]
[PREFSTRING:dying screams]
[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:TONGUE:FACIAL_FEATURES:TEETH:RIBCAGE]
[CREATURE_CLASS:ALL][CREATURE_CLASS:HUMANOID]
[CREATURE_CLASS:MAMMAL][CREATURE_CLASS:VERTEBRATE]
[HAS_NERVES]
[BODY:CORE_HLG:BACK_LEGS_HLG:ARMS_HLG:EXTERNAL_EARS_HLG:TEETH_HLG]
[BODY_DETAIL_PLAN:CORE_MATERIALS_HLG]
[BODY_DETAIL_PLAN:CORE_TISSUES_HLG]
[BODY_DETAIL_PLAN:TEETH_HLG]
[BODY_DETAIL_PLAN:CORE_LAYERS_HLG]
[BODY_DETAIL_PLAN:BACK_LEGS_LAYERS_HLG]
[BODY_DETAIL_PLAN:ARMS_LAYERS_HLG]
[BODY_DETAIL_PLAN:EXTERNAL_EARS_LAYERS_HLG]
[BODY_DETAIL_PLAN:HAIR_HLG]
[BODY_DETAIL_PLAN:HAIR_ON_HEAD_HLG]
[BODYGLOSS:TWOLEGS_HLG]
[TENDONS:LOCAL_CREATURE_MAT:TENDON:400]
[LIGAMENTS:LOCAL_CREATURE_MAT:TENDON:400]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[APPLY_CREATURE_VARIATION:PUNCH_HLG]
[APPLY_CREATURE_VARIATION:KICK_HLG]
[APPLY_CREATURE_VARIATION:ROUNDHOUSE_KICK_HLG]
[APPLY_CREATURE_VARIATION:BITE_NO_LATCH_HLG]
[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]
[BODY_SIZE:0:0:3000]
[BODY_SIZE:1:168:15000]
[BODY_SIZE:12:0:60000]
[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: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]
[APPLY_CREATURE_VARIATION:CLEANS_SELF_DAILY_HLG]
[BABY:1]
[CHILD:12]
[EQUIPS]
[DIURNAL]
[HOMEOTHERM:10067]
[SWIMS_LEARNED][SWIM_SPEED:2500]
[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]
[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: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: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_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]
One of us will just create an equally overpowered playable race. A race of complete indestructibles. Yes, the infinitely regenerating versus the completely indestructible. Yes... A race of atomic supermen! That will not conquer the world!
Or, more likely, a race of telekinetic eyeballs encased in glass spheres.
A seperate tissue for eggs enables them to be made of a different material.
[ATTACK:SMASH:BODYPART:BY_TYPE:STANCE]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:smash:smashes]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
[ATTACK:WHIP:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:whip:whips]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PRIORITY:MAIN]
[ATTACK_VELOCITY_MODIFIER:30]
[ATTACK_FLAG_WITH]
[ATTACK_FLAG_CANLATCH]
[ATTACK:SLASH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:slash:slashes]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PRIORITY:MAIN]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_VELOCITY_MODIFIER:30]
[ATTACK_FLAG_WITH]
[ATTACK_FLAG_EDGE]
Because eggs arent made of blood, bones, or muscles. They're made of eggshell and yolk. But it is a matter of preference, in this case, as is almost everything.
Halfling, can you please tell me why you didn't import all of the words from DF, and then add your own in? I have a utility that randomly generates a language, so that is how I noticed it (135 kb file from the two variants I was going to use for my civilization!).
Ok, after some science I don't know what the problem is. snip FUCKRead your errorlog.txt, it's your best friend
That's a lot of errors. Some of them look like they are from improper usage of tokens... that's going to take a bit to fix.
It looks like your treelords actually do not have any bodies at all defined, which would probably be first on DF's hate list.
material_template_organic_bfel
[OBJECT:MATERIAL_TEMPLATE]
[MATERIAL_TEMPLATE:ELFWOOD_TEMPLATE_BFEL]
[STATE_COLOR:ALL_SOLID:BROWN]
[STATE_NAME:ALL_SOLID:wood]
[STATE_ADJ:ALL_SOLID:wooden]
[STATE_COLOR:LIQUID:BROWN]
[STATE_NAME:LIQUID:sap]
[STATE_ADJ:LIQUID:sappy]
[STATE_COLOR:GAS:BROWN]
[STATE_NAME:GAS:n/a]
[STATE_ADJ:GAS:n/a]
[DISPLAY_COLOR:6:0:0]
[MATERIAL_VALUE:-2]
[SPEC_HEAT:420]
[IGNITE_POINT:10458]
[MELTING_POINT:NONE]
[BOILING_POINT:NONE]
[HEATDAM_POINT:10250]
[COLDDAM_POINT:9001]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:500]
[LIQUID_DENSITY:NONE]
[MOLAR_MASS:NONE]
[IMPACT_YIELD:10000]
[IMPACT_FRACTURE:10000]
[IMPACT_STRAIN_AT_YIELD:1000]
[COMPRESSIVE_YIELD:10000]
[COMPRESSIVE_FRACTURE:10000]
[COMPRESSIVE_STRAIN_AT_YIELD:1000]
[TENSILE_YIELD:10000]
[TENSILE_FRACTURE:10000]
[TENSILE_STRAIN_AT_YIELD:1000]
[TORSION_YIELD:10000]
[TORSION_FRACTURE:10000]
[TORSION_STRAIN_AT_YIELD:1000]
[SHEAR_YIELD:40000] used pine
[SHEAR_FRACTURE:40000]
[SHEAR_STRAIN_AT_YIELD:1000]
[BENDING_YIELD:10000]
[BENDING_FRACTURE:10000]
[BENDING_STRAIN_AT_YIELD:1000]
[MAX_EDGE:1500]
[ABSORPTION:0]
[ITEMS_HARD]
[ITEMS_WEAPON]
[ITEMS_WEAPON_RANGED]
[ITEMS_AMMO]
[ITEMS_ARMOR]
[ITEMS_SIEGE_ENGINE]
[SYNDROME]
[SYN_NAME:sneaky elven bastards]
[SYN_AFFECTED_CLASS:HUMANOID]
[SYN_IMMUNE_CREATURE:TREELORD:ALL]
[SYN_CONTACT]
[SYN_INGESTED]
[SYN_INHALED]
[CE_BP_APPEARANCE_MODIFIER:EAR:APPEARANCE_MODIFIER:HEIGHT:110:PROB:100:RESISTABLE:SIZE_DILUTES:START:5:PEAK:403200:END:500000]
[CE_BODY_TRANSFORMATION:PROB:1:START:302400]
[CE:CREATURE:TREELORD:ELF]
[WOOD][HARDENS_WITH_WATER][GENERATES_MIASMA]
[REACTION_CLASS:REFINE_WOOD][BLOCK_NAME:plank:planks]
body_bfel
[OBJECT:BODY]
[BODY:SEA_ANGEL]
[BP:UB:upper body:upper bodies][UPPERBODY][HEAD][THOUGHT]
[DEFAULT_RELSIZE:2000]
[BP:LB:lower body:lower bodies][CON:UB][LOWERBODY]
[DEFAULT_RELSIZE:1000]
[BP:RW:right wing:STP][CONTYPE:LOWERBODY][RIGHT][FLIER]
[DEFAULT_RELSIZE:750]
[BP:LW:left wing:STP][CONTYPE:LOWERBODY][LEFT][FLIER]
[DEFAULT_RELSIZE:750]
[BP:ORG:organ bundle:STP][CON:UB][INTERNAL][GUTS][BREATHE][UNDER_PRESSURE]
[DEFAULT_RELSIZE:500]
[BP:TL:tail:STP][CON:LB][GRASP]
[BODY:CLAYMAN]
[BP:UB:upper body:upper bodies][UPPERBODY][CONNECTOR][NERVOUS]
[DEFAULT_RELSIZE:3000]
[BP:LB:lower body:lower bodies][LOWERBODY]
[DEFAULT_RELSIZE:1000]
[BODY:CLAYMAN_LIMBS]
[BP:RA:right arm:STP][CONTYPE:UPPERBODY][LIMB][RIGHT][SOCKET]
[DEFAULT_RELSIZE:1000]
[BP:LA:left arm:STP][CONTYPE:UPPERBODY][LIMB][LEFT][SOCKET]
[DEFAULT_RELSIZE:1000]
[BP:RH:right hand:STP][CON:RA][GRASP][RIGHT][SOCKET]
[DEFAULT_RELSIZE:200]
[BP:LH:left hand:STP][CON:LA][GRASP][LEFT][SOCKET]
[DEFAULT_RELSIZE:200]
[BP:RL:right leg:STP][CONTYPE:LOWERBODY][LIMB][RIGHT][SOCKET]
[DEFAULT_RELSIZE:1000]
[BP:LL:left leg:STP][CONTYPE:LOWERBODY][LIMB][LEFT][SOCKET]
[DEFAULT_RELSIZE:1000]
[BP:RF:right foot:right feet][CON:RL][STANCE][RIGHT][SOCKET]
[DEFAULT_RELSIZE:200]
[BP:LF:left foot:left feet][CON:LL][STANCE][LEFT][SOCKET]
[DEFAULT_RELSIZE:200]
[BODY:CLAYMAN_HEAD]
[BP:HE:head:STP][CONTYPE:UPPERBODY][HEAD]
[DEFAULT_RELSIZE:500]
[BODY:TREELORD]
[BP:TRU:trunk:STP][UPPERBODY][LOWERBODY][HEAD][THOUGHT][CONNECTOR][CATEGORY:TRUNK]
[DEFAULT_RELSIZE:6000]
[BODY:TREELORD_BRANCHES]
[BP:RBR:right branch:STP][CONTYPE:UPPERBODY][DIGIT][RIGHT][NUMBER:10][CATEGORY:BRANCH]
[DEFAULT_RELSIZE:4000]
[BP:RBR:right branch:STP][CONTYPE:UPPERBODY][DIGIT][RIGHT][NUMBER:10][CATEGORY:BRANCH]
[DEFAULT_RELSIZE:4000]
[BP:RBR:right branch:STP][CONTYPE:UPPERBODY][DIGIT][RIGHT][NUMBER:10][CATEGORY:BRANCH]
[DEFAULT_RELSIZE:4000]
[BP:LBR:left branch:STP][CONTYPE:UPPERBODY][DIGIT][LEFT][NUMBER:10][CATEGORY:BRANCH]
[DEFAULT_RELSIZE:4000]
[BP:LBR:left branch:STP][CONTYPE:UPPERBODY][DIGIT][LEFT][NUMBER:10][CATEGORY:BRANCH]
[DEFAULT_RELSIZE:4000]
[BP:LBR:left branch:STP][CONTYPE:UPPERBODY][DIGIT][LEFT][NUMBER:10][CATEGORY:BRANCH]
[DEFAULT_RELSIZE:4000]
[BODY:TREELORD_ROOTS]
[BP:RRT:right root:STP][CONTYPE:LOWERBODY][STANCE][NUMBER:3][CIRCULATION][RIGHT][CATEGORY:ROOT]
[DEFAULT_RELSIZE:1000]
[BP:RRT:right root:STP][CONTYPE:LOWERBODY][STANCE][NUMBER:3][CIRCULATION][RIGHT][CATEGORY:ROOT]
[DEFAULT_RELSIZE:1000]
[BP:LRT:left root:STP][CONTYPE:LOWERBODY][STANCE][NUMBER:3][CIRCULATION][LEFT][CATEGORY:ROOT]
[DEFAULT_RELSIZE:1000]
[BP:LRT:left root:STP][CONTYPE:LOWERBODY][STANCE][NUMBER:3][CIRCULATION][LEFT][CATEGORY:ROOT]
[DEFAULT_RELSIZE:1000]
[BODY:TREELORD_VEG]
[BP:LVS:leaf:leaves][CON_CAT:BRANCH][BREATHE][EMBEDDED][NUMBER:2000][SMALL][SOCKET][CATEGORY:LEAF]
[DEFAULT_RELSIZE:50]
[BP:RVN:right vine:STP][CONTYPE:UPPERBODY][LIMB][GRASP][NUMBER:5][INTERNAL][RIGHT][CATEGORY:VINE]
[DEFAULT_RELSIZE:500]
[BP:RVN:right vine:STP][CONTYPE:UPPERBODY][LIMB][GRASP][NUMBER:5][INTERNAL][RIGHT][CATEGORY:VINE]
[DEFAULT_RELSIZE:500]
[BP:LVN:left vine:STP][CONTYPE:UPPERBODY][LIMB][GRASP][NUMBER:5][INTERNAL][LEFT][CATEGORY:VINE]
[DEFAULT_RELSIZE:500]
[BP:LVN:left vine:STP][CONTYPE:UPPERBODY][LIMB][GRASP][NUMBER:5][INTERNAL][LEFT][CATEGORY:VINE]
[DEFAULT_RELSIZE:500]
tissue_template_bfel
[OBJECT:TISSUE_TEMPLATE]
[TISSUE_TEMPLATE:BARK_TEMPLATE_BFEL]
[TISSUE_NAME:bark:bark]
[TISSUE_MATERIAL:ELFWOOD_TEMPLATE_BFEL:BARK]
[RELATIVE_THICKNESS:5]
[HEALING_RATE:1000]
[VASCULAR:1]
[PAIN_RECEPTORS:2]
[CONNECTS]
[TISSUE_MAT_STATE:SOLID]
[TISSUE_SHAPE:LAYER]
[THICKENS_ON_ENERGY_STORAGE]
[TISSUE_TEMPLATE:SAP_TEMPLATE_BFEL]
[TISSUE_NAME:sap:sap]
[TISSUE_MATERIAL:ELFWOOD_TEMPLATE_BFEL:SAP]
[RELATIVE_THICKNESS:1]
[HEALING_RATE:1]
[TISSUE_MAT_STATE:LIQUID]
[INSULATION:40]
[TISSUE_LEAKS]
[TISSUE_TEMPLATE:VINE:VINE_TEMPLATE_BFEL]
[TISSUE_NAME:vine:STP]
[TISSUE_MATERIAL:PLANT_STRUCTURE_HLG:VINE]
[RELATIVE_THICKNESS:2]
[HEALING_RATE:30]
[TISSUE_SHAPE:STRANDS]
[PAIN_RECEPTORS:4]
[THICKENS_ON_STRENGTH]
[MUSCULAR]
[TISSUE_TEMPLATE:LEAF:LEAF_TEMPLATE_BFEL]
[TISSUE_NAME:leaf:leaves]
[TISSUE_MATERIAL:PLANT_STRUCTURE_HLG:LEAF]
[RELATIVE_THICKNESS:1]
[HEALING_RATE:1]
[FUNCTIONAL]
[SUBORDINATE_TO_TISSUE:BARK]
b_detail_plan_bfel
[BODY_DETAIL_PLAN:PLANT_MATERIALS_BFEL]
[ADD_MATERIAL:PLANT_STRUCTURE_HLG]
[ADD_MATERIAL:ELFWOOD_TEMPLATE_BFEL]
[BODY_DETAIL_PLAN:PLANT_TISSUES_BFEL]
[ADD_TISSUE:BARK_TEMPLATE_BFEL]
[ADD_TISSUE:SAP_TEMPLATE_BFEL]
[ADD_TISSUE:VINE_TEMPLATE_BFEL]
[ADD_TISSUE:LEAF_TEMPLATE_BFEL]
[BODY_DETAIL_PLAN:PLANT_LAYERS_BFEL]
[BP_LAYERS:BY_CATEGORY:TRUNK:BARK:100:SAP:30:BARK:10]
[BP_LAYERS:BY_CATEGORY:BRANCH:SAP:10:BARK:35]
[BP_LAYERS:BY_CATEGORY:ROOT:BARK:50:SAP:20:BARK:10]
[BP_LAYERS:BY_CATEGORY:LEAF:SAP:1:LEAF:3]
[BP_LAYERS:BY_CATEGORY:VINE:SAP:2:VINE:10]
[BP_POSITION:BY_CATEGORY:ROOT:BOTTOM]
[BP_RELATION:BY_CATEGORY:TRUNK:ABOVE:BY_CATEGORY:ROOT]
[BP_RELATION:BY_CATEGORY:VINE:AROUND:BY_CATEGORY:TRUNK:30]
[BP_RELATION:BY_CATEGORY:BRANCH:ABOVE:BY_CATEGORY:TRUNK]
[BP_RELATION:BY_CATEGORY:BRANCH:SURROUNDED_BY:BY_CATEGORY:LEAF]
snip
It's much cooler this way. You can add your own symbols and words to mine and we'll eventually have a complete, different language and symbol set, leading to very different names as it already does... assuming nobody just copies and pastes words and symbols en masse.
It's much cooler this way. You can add your own symbols and words to mine and we'll eventually have a complete, different language and symbol set, leading to very different names as it already does... assuming nobody just copies and pastes words and symbols en masse.
It may be cool, but it isn't as practical as modifying the files would probably have been a better idea, because if someone creates a custom language for their creatures, then when more words are added, that file wouldn't be, and with the current version, there is barely anything to build a language around, unless someone dedicates a major amount of time to put in all of the words. If someone covers their bases and adds words that are yet to be implemented without the copy-paste, then there will be a large errorlog.txt each time.
Why don't we just get language out of the way to begin with? We start with the vanilla words file, add to it, and just base our new languages on a single, unified file. I realize the rush of excitement in doing things from scratch, but finding and labeling every word, having a million word definition files with umpteen duplicates between them will just be a pain in the ass, no fun whatsoever. We'd have to spend months to get anything near as good as what's already there.
my starting set took like two hours.
What's already there is vast but has still been seen a billion times over.
The starting set isn't that large, truthfully.
[TRANSLATION:CUSTOMRACE]
[T_WORD:FIBBLTYSNORP:rularuu]
[T_WORD:BIBBITY:clabble]
[T_WORD:CROOPAGA:cabbage]
You guys don't seem to realize that if we're going to add new words, starting with the vanilla language file would not help. Maybe it's a communication problem. Let's look at this more clearly:
Vanilla with added words:
- You are going to have a metric shit-ton of vanilla words with their usage tokens and then you add some to them.
- If you're going to make a new translation you must add the vanilla words AND STILL the new words and still "hunt them down". Doing this manually is impossible considering the vanilla word definitions' number. You're basically forced to use a random translation generator, and after that "hunt" and add the new words manually anyway, unless it's configurable - in which case you can use it to generate a translation for a new vocabulary as well.
- If you're going to add new words later they will still need to be added to all existing translations, regardless of whether you have the vanilla words, since you can't choose which translations get the new words.
- You are also never going to see any new words anyone adds because the vanilla word definitions file is as larger than a dictionary, making the whole effort pointless unless we collectively put hundreds of hours into it.
New, smaller vocabulary:
- You are going to have new words only, or when vanilla words are re-added, they can be defined to be used differently.
- Creating a translation manually is faster because fewer words exist. A procedural random translation generator will generate a full translation for this just as well and a fixed one wouldn't for either.
- The same difficulties with adding new words later still exist, but you're working with smaller files.
- Vanilla vocab is removed and new words show up and actually make the place and creature names.
I really don't see the advantage... unless your point is we should have all the same words as vanilla.
You guys don't seem to realize that if we're going to add new words, starting with the vanilla language file would not help. Maybe it's a communication problem. Let's look at this more clearly:
Vanilla with added words:
- You are going to have a metric shit-ton of vanilla words with their usage tokens and then you add some to them.
- If you're going to make a new translation you must add the vanilla words AND STILL the new words and still "hunt them down". Doing this manually is impossible considering the vanilla word definitions' number. You're basically forced to use a random translation generator, and after that "hunt" and add the new words manually anyway, unless it's configurable - in which case you can use it to generate a translation for a new vocabulary as well.
- If you're going to add new words later they will still need to be added to all existing translations, regardless of whether you have the vanilla words, since you can't choose which translations get the new words.
- You are also never going to see any new words anyone adds because the vanilla word definitions file is as larger than a dictionary, making the whole effort pointless unless we collectively put hundreds of hours into it.
New, smaller vocabulary:
- You are going to have new words only, or when vanilla words are re-added, they can be defined to be used differently.
- Creating a translation manually is faster because fewer words exist. A procedural random translation generator will generate a full translation for this just as well and a fixed one wouldn't for either.
- The same difficulties with adding new words later still exist, but you're working with smaller files.
- Vanilla vocab is removed and new words show up and actually make the place and creature names.
I really don't see the advantage... unless your point is we should have all the same words as vanilla.
Honestly, Halfling, They do have you here. Since the language files are used, primarily, for place name generators, all that cutting the size of the language file will do is shorten the work of things like I would do, which is create a language file where every English word was replaced with the Japanese equivalent (something I plan on doing for my Vanilla game). Instead of wiping back to a baseline, you create a language block for people who would, otherwise, be interested in this modding adventure.
In addition to this issue, you also create an extremely repetitive name set in our "brave new world". Considering that many people create language mods which have nearly twice as many words as the language files on the vanilla game, this creates nearly three times as much work for people who want to have a language file of that size, because they have to do something that, most of the time, only professional translators have to do, which is write down both the in-game-language equivalent AND the English word itself.
Just coming from a common sense point of view, since the language files aren't really used in combat, events, or other in-game mechanics, and the focus of the modding is to create a new feel to the GAME, such a rule makes as much sense as Armok shitting out thousands of rose petals onto a bunch of dancing fairy goblins.
Instead of serving to entice people, you make it possible that someone might just decide to start a competing thread where that rule does not exist. To be honest, they would certainly attract more players AND modders, which would mean the death, most likely, of this thread, as the new thread becomes more complex and fleshed out. By the time you came up with a version as fleshed out as the vanilla DF, they could have a fully functional and complete version which makes the vanilla look like an infant in a stroller.
I would advise dropping the stringent rules about the icing of the game, whilst keeping the rules for the actual mechanics and races the same.
I'll sign up to play.
I really have to appreciate well-written rebuttals you are making... If the majority of you feel this way, then let's rethink starting the language over. Sound up now, everyone who has an opinion. I'm not going to make it a poll because anonymous people shouldn't decide it.
Don't really care about a popularity contest mentality, as I'm sure if anyone wants to make a similar world where vanilla bodies and materials are used, it will be more popular and will kill this, but be so much less interesting. That said, I really don't want to hinder the creative effort by being a stickler about the "from scratch" stuff. It's facilitated by removal of materials... but maybe this would hurt it. Besides, it should be everyone's thread, not mine.
Suggest how we should go about making languages, please. We'll still face the problem with language words additions having to be added to every translation if they are added as turns go along.
Halfling, what were your thoughts on my Vegipygmy race? Looks good so far? :D
For the english words that every translation will be based on, perhaps we should start with the extended vocabulary mod's word file (thousands more words), since that way we can focus on adding things like the names of each custom race. Remember, unless you define no symbols, symbols are what define how often words show up in a language. I vote for a single LANGUAGE_WORDS.txt file but as many [SYMBOL] files as we need to give our races a unique vocab.
AT_PEACE_WITH_WILDLIFE and UNDERGROUND_DEPTH:5
And AT_PEACE_WITH_WILDLIFE may not even be necessary given that there are currently no random demons.
I've never actually heard anybody say it doesn't work, actually. I will have to do some science on that, though.
Anyway... It's a couple days off of the first of Autumn, and it's time once again to report in on our lovely little halflings! The halfling dwelling of Mistyrocks is coming along nicely... I've added a giant 21x21 stockpile to the main underground floor for me to hold all my crap, of which there is quite a bit. Mostly chopped wood and gathered plants, but still. I've set up several workshops, including a few looms to start on the first crop of flaxes. The first caravan came, though I didn't have anything I could afford to trade to them, and they didn't have anything I desperately needed RIGHT NOW.
I also got the first migrant wave. Batch of 6 adults and a child. Of course, they had the decency to spawn on the far upper right corner of the map, across the river, and I was wondering about a week later why they hadn't gotten inside yet.
I'm gonna give you a moment to let that sink in.
Yeah. So I had a bridge built across the river, and I'll probably have it linked to a lever at some point, since I have stone now! I started digging straight down, and hit the caverns. I have to say, the single color of moss is nice, and I love the shade itself. The fact that it's actually called "luminescent moss" is just gravy to me. I also found huge deposits of Taenite, and so once I get off my ass and get a proper militia to help me secure the caverns (hey, there might be awful horrid beasts down there, I don't know since I haven't really looked at the raws real close), I'm going to be strip mining THAT. I was, upon breach, also informed about a Downward Passage and a Deep Pit... things I've heard about, but not actually seen. Looks like our site has a direct link between the first and second cavern layers, which is cool. I'll have to sendthe childa geonaut down there to go look at what we have. The Deep Pit is also pretty cool.... I don't have all of it explored yet, so I'll have to do that, but it looks like a good place to seal off and conduct ritual executions of ducks every few months. Praise Armok, after all!
EDIT: HOLY FUCK. So we got notified that the hounds had given birth. No less than TWENTY ONE hound babies. Should I butcher them for food/bones or stuff them in a cage and puppybomb the inevitable megabeast? Because I know that Storm Dragons are already in the game... their meat shows up in the food stockpile options. I also came across my first vermin recently... it's going to bug me that we don't have vermin hunters.
EDIT the second: You can't Render Fat into tallow. I knew you wouldn't be able to make soap out of it since there's no soap maker workshop, but tallow doesn't rot while fat can. This means I'll have to have my fat cooked up asap. Ugh. They also drop generic "tissue" instead of the old nervous tissue... not sure what's up with that. Also unsure if Keratin can be used to make crafts, I'll check real quick here. Concerned about the fat, because I've got TWENTY ONE FUCKING DOGS to slaughter.
EDIT the third: hahaha cartilage rots, I've got about 11/14 units of rotten hound baby cartilage sitting in my dump zone. I approve and deem this a Feature, whether or not it was intended as such. I now have enough prepared meals to feed a small army and will never have to farm again.
TIME TO DRAFT AN ARMY TO FEED!
Scratch that, reverse it. :( I just remembered that the river freezes. Because the river froze. Time for an emergency underground cistern to be constructed. Consequences be damned.
MISSION FAILED
CISTERN NOT CONSTRUCTED IN TIME
YOUR FORTRESS HAS CRUMBLED TO ITS END.
So that happened. I remember when I started out, I decided "As soon as I have myself settled, that's the first thing I'm gonna do, wintertime water source, because I'm dead if I don't." Then I got distracted along the way, forgot that the river freezes in winter, and... well... the river froze and everyone died. :( I'm confident I could've survived the two years if I'd planned better, but... well, I didn't. Kinda glad I decided not to embark in the tundra like I was briefly tempted to. That would not have gone well.
Anyway, I have a few ideas on what I wanna mod in, so I'm gonna turn my sights to that. If nobody else signs up to play a turn, I guess I"ll play the next turn after the next modding round is done and at least partially bugtested.
coul i move my modding turn down the list 3 or so turns i am busy at the moment
Oh, it's my turn already? Yay!
...is there no file from BFEL to download? I should just commence work using the original ducks-and-halflings version?
Oh, it's my turn already? Yay!
...is there no file from BFEL to download? I should just commence work using the original ducks-and-halflings version?
I think he meant that you are being moved up one so that you are after BFEL rather than after Sackhead. I'm pretty sure it is BFEL's turn (until the 30th).
Oh, it's my turn already? Yay!
...is there no file from BFEL to download? I should just commence work using the original ducks-and-halflings version?
I think he meant that you are being moved up one so that you are after BFEL rather than after Sackhead. I'm pretty sure it is BFEL's turn (until the 30th).
Right. I knew that...
Aw, you added a screw. After I mentioned it, I had the idea of making the screw myself as part of my turn, and having it only creatable out of certain non-layer stones (to give them an actual use). That's fine though. I'll just start on some of my stuff now.
Wait my turn still has three days left? o.o
I don't think the math on that was accurate, but if it IS, I just might have something appreciable to upload :)
it is impossible to have to many dragon variations,
I just got shivers... Meteoric Iron could equal "Cold Iron". Wasn't it "cold iron" that had such a negative effect on so called "magical" creatures? What if instead of demons, you had the snow and ice down there be the food for "magical" creatures, a type of "magic dust" or something? That way, each cavern closer to the source would be closer to the source of magic and thus more magically powerful/diverse. (It would explain underground plants, since there's no sunlight or other energy sources outside of magma pools to draw from)
I'd love to see people being "blessed" as well as "cursed" by deity interactions - even the "dark gods" would want to set up paladins and high priests to their cause. "Dark" would just mean "active".
Just checked: Elves don't spawn gods (only "forces") because they don't build temples.
So: No Temples = no Gods
interesting.
I don't know anything about modding hist strings, but it would be very interesting to see Player's names as megabeasts worshiped by the inhabitants of a pre-genned world. I was thinking of trying just that with the "Mythic Greece" thing I'm working on. Each Titan and Olympian God is a megabeast defined with the historic powers of those Gods and after a couple millenia, of world gen, Legends mode should have some of them defeated (sent to "Tartarus" as one of the clowns) and the others still worshiped.
Yeah, Meteoric iron being found only at the bottom of the earth doesn't make much sense.
Okay, so I'm too lazy to read everything that has been posted in my absence.
A recap would be nice.
tissue_template_bfel
[OBJECT:TISSUE_TEMPLATE]
[TISSUE_TEMPLATE:BARK_TEMPLATE_BFEL]
[TISSUE_NAME:bark:bark]
[TISSUE_MATERIAL:ELFWOOD:BARK]
[RELATIVE_THICKNESS:5]
[HEALING_RATE:1000]
[VASCULAR:1]
[PAIN_RECEPTORS:2]
[CONNECTS]
[TISSUE_MAT_STATE:SOLID]
[TISSUE_SHAPE:LAYER]
[THICKENS_ON_ENERGY_STORAGE]
[TISSUE_TEMPLATE:SAP_TEMPLATE_BFEL]
[TISSUE_NAME:sap:sap]
[TISSUE_MATERIAL:ELFWOOD:SAP]
[RELATIVE_THICKNESS:1]
[HEALING_RATE:1]
[TISSUE_MAT_STATE:LIQUID]
[INSULATION:40]
[TISSUE_LEAKS]
[OBJECT:BODY_DETAIL_PLAN]
[BODY_DETAIL_PLAN:PLANT_MATERIALS_BFEL]
[ADD_MATERIAL:PLANT:PLANT_STRUCTURE_HLG]
[ADD_MATERIAL:WOOD:ELFWOOD]
[BODY_DETAIL_PLAN:PLANT_TISSUES_BFEL]
[ADD_TISSUE:BARK:BARK_TEMPLATE_BFEL]
[ADD_TISSUE:SAP:SAP_TEMPLATE_BFEL]
[ADD_TISSUE:VINE:VINE_TEMPLATE_BFEL]
[ADD_TISSUE:LEAF:LEAF_TEMPLATE_BFEL]
Regardless of whether you've added an elfwood mat to your creature, [TISSUE_MATERIAL:ELFWOOD:BARK] is an incorrect way to define a tissue (or any) material. The format is LOCAL_CREATURE_MAT:ELFWOOD.
sisyphean.
creature_bfel
[OBJECT:CREATURE]
[CREATURE:TREELORD]
[CASTE:TREELORDMALE]
[POP_RATIO:10][MALE]
[DESCRIPTION:A sentient tree, progenitor of the elven menace.]
[CASTE_NAME:treelord:treelords:forested]
[CREATURE_TILE:][COLOR:]
[INTELLIGENT][NO_THOUGHT_CENTER_FOR_MOVEMENT][NO_DIZZINESS][NO_FEVERS]
[NOBONES][NOMEAT][NONAUSEA][NOSKIN][NOSKULL][NO_SLEEP][UTTERANCES]
[MOUNT][EXTRAVISION][CANOPENDOORS][BUILDINGDESTROYER:1]
[PREFSTRING:natural majesty]
[CREATURE_CLASS:ALL]
[HAS_NERVES]
[BODY:TREELORD:TREELORD_BRANCHES:TREELORD_ROOTS:TREELORD_VEG]
[BODY_DETAIL_PLAN:PLANT_MATERIALS_BFEL]
[BODY_DETAIL_PLAN:PLANT_TISSUES_BFEL]
[BODY_DETAIL_PLAN:PLANT_LAYERS_BFEL]
[APPLY_CREATURE_VARIATION:ELF_RESURRECT_BFEL]
[PHYS_ATT_RANGE:AGILITY:100:170:230:280:350:390:450]
[PHYS_ATT_RANGE:RECUPERATION:450:950:1150:1250:1350:1550:2250]
[PHYS_ATT_RANGE:DISEASE_RESISTANCE:5000:5000:5000:5000:5000:5000:5000]
[MENT_ATT_RANGE:PATIENCE:5000:5000:5000:5000:5000:5000:5000]
[MENT_ATT_RANGE:MEMORY:5000:5000:5000:5000:5000:5000:5000]
[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:KINESTHETIC_SENSE:700:1200:1400:1500:1600:1800:2500]
[BODY_SIZE:0:0:10]
[BODY_SIZE:10:90:200000]
[BODY_SIZE:100:168:2000000]
[BODY_SIZE:400:37:8000000]
[APPLY_CREATURE_VARIATION:CLEANS_SELF_DAILY_HLG]
[BABY:10]
[CHILD:50]
[DIURNAL]
[HOMEOTHERM:10067]
[SWIMS_LEARNED][SWIM_SPEED:25000]
[SPEED:5000]
[ATTACK:SMASH:BODYPART:BY_TYPE:STANCE]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:smash:smashes]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
[ATTACK:WHIP:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:whip:whips]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PRIORITY:MAIN]
[ATTACK_VELOCITY_MODIFIER:30]
[ATTACK_FLAG_WITH]
[ATTACK_FLAG_CANLATCH]
[ATTACK:SLASH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:slash:slashes]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PRIORITY:MAIN]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_VELOCITY_MODIFIER:30]
[ATTACK_FLAG_WITH]
[ATTACK_FLAG_EDGE]
[CASTE:TREELORDFEMALE]
[POP_RATIO:10][FEMALE][LITTERSIZE:7:30]
[DESCRIPTION:A sentient tree, progenitor of the elven menace.]
[CASTE_NAME:treequeen:treequeens:forested]
[CREATURE_TILE:6][COLOR:6:0:0]
[CHILDNAME:seedling:seedlings]
[INTELLIGENT][NO_THOUGHT_CENTER_FOR_MOVEMENT][NO_DIZZINESS][NO_FEVERS]
[NOBONES][NOMEAT][NONAUSEA][NOSKIN][NOSKULL][NO_SLEEP][UTTERANCES]
[MOUNT][EXTRAVISION][CANOPENDOORS][BUILDINGDESTROYER:1]
[PREFSTRING:natural majesty]
[CREATURE_CLASS:ALL]
[HAS_NERVES]
[BODY:TREELORD:TREELORD_BRANCHES:TREELORD_ROOTS:TREELORD_VEG]
[BODY_DETAIL_PLAN:PLANT_MATERIALS_BFEL]
[BODY_DETAIL_PLAN:PLANT_TISSUES_BFEL]
[BODY_DETAIL_PLAN:PLANT_LAYERS_BFEL]
[APPLY_CREATURE_VARIATION:ELF_RESURRECT_BFEL]
[PHYS_ATT_RANGE:AGILITY:100:170:230:280:350:390:450]
[PHYS_ATT_RANGE:RECUPERATION:450:950:1150:1250:1350:1550:2250]
[PHYS_ATT_RANGE:DISEASE_RESISTANCE:5000:5000:5000:5000:5000:5000:5000]
[MENT_ATT_RANGE:PATIENCE:5000:5000:5000:5000:5000:5000:5000]
[MENT_ATT_RANGE:MEMORY:5000:5000:5000:5000:5000:5000:5000]
[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:KINESTHETIC_SENSE:700:1200:1400:1500:1600:1800:2500]
[BODY_SIZE:0:0:10]
[BODY_SIZE:10:90:200000]
[BODY_SIZE:100:168:2000000]
[BODY_SIZE:400:37:8000000]
[APPLY_CREATURE_VARIATION:CLEANS_SELF_DAILY_HLG]
[BABY:10]
[CHILD:50]
[DIURNAL]
[HOMEOTHERM:10067]
[SWIMS_LEARNED][SWIM_SPEED:25000]
[SPEED:5000]
[ATTACK:SMASH:BODYPART:BY_TYPE:STANCE]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:smash:smashes]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
[ATTACK:WHIP:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:whip:whips]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PRIORITY:MAIN]
[ATTACK_VELOCITY_MODIFIER:30]
[ATTACK_FLAG_WITH]
[ATTACK_FLAG_CANLATCH]
[ATTACK:SLASH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:slash:slashes]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PRIORITY:MAIN]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_VELOCITY_MODIFIER:30]
[ATTACK_FLAG_WITH]
[ATTACK_FLAG_EDGE]
[CASTE:ELF]
[POP_RATIO:80]
[DESCRIPTION:A medium-sized creature claiming to be a ruthless protector of nature. In truth it is a mere pawn of the forests and has no will of its own.]
[CASTE_NAME:elf:elves:elven]
[CREATURE_TILE:140][COLOR:7:0:0]
[CREATURE_SOLDIER_TILE:140]
[CAN_SPEAK][SLOW_LEARNER][VERMIN_HATEABLE]
[CANOPENDOORS][NOTHOUGHT][WAGON_PULLER]
[BENIGN][NO_SLEEP]
[MAXAGE:1000:2000]
[PREFSTRING:dying screams]
[CREATURE_CLASS:ALL][CREATURE_CLASS:HUMANOID]
[CREATURE_CLASS:MAMMAL][CREATURE_CLASS:VERTEBRATE]
[HAS_NERVES]
[BODY:CORE_HLG:BACK_LEGS_HLG:ARMS_HLG:EXTERNAL_EARS_HLG:TEETH_HLG]
[BODY_DETAIL_PLAN:CORE_MATERIALS_HLG]
[BODY_DETAIL_PLAN:CORE_TISSUES_HLG]
[BODY_DETAIL_PLAN:TEETH_HLG]
[BODY_DETAIL_PLAN:CORE_LAYERS_HLG]
[BODY_DETAIL_PLAN:BACK_LEGS_LAYERS_HLG]
[BODY_DETAIL_PLAN:ARMS_LAYERS_HLG]
[BODY_DETAIL_PLAN:EXTERNAL_EARS_LAYERS_HLG]
[BODY_DETAIL_PLAN:HAIR_HLG]
[BODY_DETAIL_PLAN:HAIR_ON_HEAD_HLG]
[BODYGLOSS:TWOLEGS_HLG]
[TENDONS:LOCAL_CREATURE_MAT:TENDON:400]
[LIGAMENTS:LOCAL_CREATURE_MAT:TENDON:400]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[APPLY_CREATURE_VARIATION:PUNCH_HLG]
[APPLY_CREATURE_VARIATION:KICK_HLG]
[APPLY_CREATURE_VARIATION:ROUNDHOUSE_KICK_HLG]
[APPLY_CREATURE_VARIATION:BITE_NO_LATCH_HLG]
[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]
[BODY_SIZE:0:0:3000]
[BODY_SIZE:1:168:15000]
[BODY_SIZE:12:0:60000]
[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: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]
[APPLY_CREATURE_VARIATION:CLEANS_SELF_DAILY_HLG]
[BABY:1]
[CHILD:12]
[EQUIPS]
[DIURNAL]
[HOMEOTHERM:10067]
[SWIMS_LEARNED][SWIM_SPEED:2500]
[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]
[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: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: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_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]
creature_vegipygmi
[OBJECT:CREATURE]
[CREATURE:VEGIPYGMY_NUT]
[DESCRIPTION:Short, thin, and green, this small humanoid wields a spear. Tendrils of fungus dangle from its arms, midsection, and legs. Its hair is made of mossy dreadlocks.]
[NAME:vegipygmy:vegipygmies:vegipygmy]
[CREATURE_TILE:1][COLOR:3:0:0]
[CREATURE_SOLDIER_TILE:2]
[PREFSTRING:mossy dreads]
[PREFSTRING:dangling tendrils]
[INTELLIGENT][MUNDANE][NOCTURNAL][CANOPENDOORS]
[CAVE_ADAPT][LIKES_FIGHTING][NO_SLEEP][NONAUSEA]
#better creature classification - easier syndrome targeting
[CREATURE_CLASS:ALL][CREATURE_CLASS:HUMANOID][CREATURE_CLASS:NO_POISON]
[CREATURE_CLASS:PLANT][CREATURE_CLASS:VERTEBRATE]
[LITTERSIZE:1:10]
[HAS_NERVES][EQUIPS][HOMEOTHERM:10070]
[GENERAL_CHILD_NAME:vegipygmy seedling:vegipygmy seedlings]
[SWIMS_LEARNED][SWIM_SPEED:3000]
[MANNERISM_LAUGH]
[MANNERISM_SMILE]
===================================
#any special interactions here so they're visible. I'm adding CLEANS_SELF_DAILY to any domestic creature to avoid lag due to contaminants.
[APPLY_CREATURE_VARIATION:CLEANS_SELF_DAILY_HLG]
#basic body structure: humanoid core (torso, abdomen, head), back legs, humanoid arms, external ears, teeth)
[BODY:CORE_HLG:BACK_LEGS_HLG:ARMS_HLG:EXTERNAL_EARS_HLG:TEETH_HLG]
#add relevant materials and tissues
[BODY_DETAIL_PLAN:VEGICORE_MATERIALS_NUT]
[BODY_DETAIL_PLAN:VEGICORE_TISSUES_NUT]
[BODY_DETAIL_PLAN:TEETH_HLG]
#then layers
[BODY_DETAIL_PLAN:CORE_LAYERS_HLG]
[BODY_DETAIL_PLAN:BACK_LEGS_LAYERS_HLG]
[BODY_DETAIL_PLAN:ARMS_LAYERS_HLG]
[BODY_DETAIL_PLAN:EXTERNAL_EARS_LAYERS_HLG]
#the following adds hair material, tissue (first token) and puts them where they should be
[BODY_DETAIL_PLAN:HAIR_HLG]
[BODY_DETAIL_PLAN:HAIR_ON_HEAD_HLG]
#for two legged creatures this should be added so there's no mention of "back feet"
[BODYGLOSS:TWOLEGS_HLG]
#tendons are included in CORE, now we just make them tendons and ligaments
[TENDONS:LOCAL_CREATURE_MAT:TENDON:400]
[LIGAMENTS:LOCAL_CREATURE_MAT:TENDON:400]
#blood is included in CORE, just define it
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
#attacks
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:punch:punches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
[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]
#appearance variations
[APPLY_CREATURE_VARIATION:APPEARANCE_VARIABILITY_BODYSIZE_HLG]
[APPLY_CREATURE_VARIATION:APPEARANCE_VARIABILITY_HEAD_HAIR_HLG]
[APPLY_CREATURE_VARIATION:APPEARANCE_VARIABILITY_FOOT_HAIR_HLG]
[APPLY_CREATURE_VARIATION:APPEARANCE_VARIABILITY_EYE_COLOR_HLG]
[APPLY_CREATURE_VARIATION:APPEARANCE_VARIABILITY_SKIN_COLOR_HLG]
#Listing the 11 different castes
#The standard Vegipygmi, and the only female caste; includes info on age and body size for females.
[CASTE:FEMALE]
[CASTE_NAME:vegipygmy:vegipygmies:vegipygmy]
[FEMALE]
[BABY:1][CHILD:5]
[MAXAGE:30:40]
[BODY_SIZE:40000]
[BODY_SIZE:0:0:3000]
[BODY_SIZE:1:0:10000]
[BODY_SIZE:10:0:40000]
#Male caste 1 - breaths noxious gas, unleashes spores, explodes into goodies and spores upon death; obese; spores cause chronic disease
[CASTE:BROWNPYGMY]
[CASTE_NAME:brown vegipygmy:brown vegipygmies:vegipygmy]
[MALE]
#Male Caste 2 - fireproof, spits webs, immune to webs, has extra eyes, and has numerous extra tendrils; also immune to paralyzation
[CASTE:REDPYGMY]
[CASTE_NAME:red vegipygmy:red vegipygmies:vegipygmy]
[MALE][FIREIMMUNE_SUPER]
[THICKWEB][WEBIMMUNE][PARALYZEIMMUNE]
[USE_MATERIAL_TEMPLATE:SILK:VEGISILK_TEMPLATE_NUT]
[WEBBER:LOCAL_CREATURE_MAT:SILK]
[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]
#Male Caste 3 - amphibious, friendly to local wildlife, strong bite and a good grappler/tamer; can latch with bite
[CASTE:BLUEPYGMY]
[CASTE_NAME:blue vegipygmy:blue vegipygmies:vegipygmy]
[MALE][AMPHIBIOUS][AT_PEACE_WITH_WILDLIFE]
[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:MAIN]
[ATTACK_FLAG_CANLATCH]
#Male Caste 4 - immune to traps, can pick locks, can enrage, can see regardless of having eyes
[CASTE:GREENPYGMY]
[CASTE_NAME:green vegipygmy:green vegipygmies:vegipygmy]
[MALE][LOCKPICKER][TRAPAVOID][PRONE_TO_RAGE:10]
#Male Caste 5 - extremely tough, strong, but slow; can trance, feels no fear
[CASTE:GREYPYGMY]
[CASTE_NAME:grey vegipygmy:grey vegipygmies:vegipygmy]
[MALE][TRANCES]
#Certain attributes that all male Vegipygmies share, such as age and body size by age.
[SELECT_CASTE:BROWNPYGMY]
[SELECT_ADDITIONAL_CASTE:BLUEPYGMY]
[SELECT_ADDITIONAL_CASTE:REDPYGMY]
[SELECT_ADDITIONAL_CASTE:GREENPYGMY]
[SELECT_ADDITIONAL_CASTE:GREYPYGMY]
[BABY:1][CHILD:20]
[MAXAGE:400:600]
[BODY_SIZE:40000]
[BODY_SIZE:0:0:3000]
[BODY_SIZE:1:0:10000]
[BODY_SIZE:20:0:40000]
There's some things clearly wrong, like [CREATURE_TILE] specified many times when you probably want caste tiles. And those vanilla-style appearance modifiers aren't all compatible with my body parts at all. But let's try to make it run first.
You're missing the creature's name. That's why it's called "nothing". That wouldn't make it crash though, the reason for the crash would probably be in errorlog. Suggest wipe it, remove all the cosmetic stuff for now, re-try and post new log.
There's some things clearly wrong, like [CREATURE_TILE] specified many times when you probably want caste tiles. And those vanilla-style appearance modifiers aren't all compatible with my body parts at all. But let's try to make it run first.
You're missing the creature's name. That's why it's called "nothing". That wouldn't make it crash though, the reason for the crash would probably be in errorlog. Suggest wipe it, remove all the cosmetic stuff for now, re-try and post new log.
It didn't actually crash, just became a loop of being unconscious and I was unable to exit back to arena mode/use escape to turn the damn thing off, right now the issue is it being called "Nothing"
And where am I missing the creatures name? I specified Caste names for all of them.
Also thanks on the Caste tiles.
K. Unless I'm missing it, the treelord creature should have a [NAME:] token in addition to caste names.
creature_bfel
[OBJECT:CREATURE]
[CREATURE:TREELORD]
[CASTE:TREELORDMALE]
[POP_RATIO:10][MALE]
[DESCRIPTION:A sentient tree, progenitor of the elven menace.]
[CASTE_NAME:treelord:treelords:forested]
[CASTE_TILE:6][COLOR:6:0:0]
[INTELLIGENT][NO_THOUGHT_CENTER_FOR_MOVEMENT][NO_DIZZINESS][NO_FEVERS]
[NOBONES][NOMEAT][NONAUSEA][NOSKIN][NOSKULL][NO_SLEEP][UTTERANCES]
[MOUNT][EXTRAVISION][CANOPENDOORS][BUILDINGDESTROYER:1][NOEXERT]
[PREFSTRING:natural majesty]
[CREATURE_CLASS:ALL]
[HAS_NERVES]
[BODY:TREELORD:TREELORD_BRANCHES:TREELORD_ROOTS:TREELORD_VEG]
[BODY_DETAIL_PLAN:PLANT_MATERIALS_BFEL]
[BODY_DETAIL_PLAN:PLANT_TISSUES_BFEL]
[BODY_DETAIL_PLAN:PLANT_LAYERS_BFEL]
[APPLY_CREATURE_VARIATION:ELF_RESURRECT_BFEL]
[PHYS_ATT_RANGE:AGILITY:100:170:230:280:350:390:450]
[PHYS_ATT_RANGE:RECUPERATION:450:950:1150:1250:1350:1550:2250]
[PHYS_ATT_RANGE:DISEASE_RESISTANCE:5000:5000:5000:5000:5000:5000:5000]
[MENT_ATT_RANGE:PATIENCE:5000:5000:5000:5000:5000:5000:5000]
[MENT_ATT_RANGE:MEMORY:5000:5000:5000:5000:5000:5000:5000]
[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:KINESTHETIC_SENSE:700:1200:1400:1500:1600:1800:2500]
[BODY_SIZE:0:0:10]
[BODY_SIZE:10:90:200000]
[BODY_SIZE:100:168:2000000]
[BODY_SIZE:400:37:8000000]
[APPLY_CREATURE_VARIATION:CLEANS_SELF_DAILY_HLG]
[BABY:10]
[CHILD:50]
[DIURNAL]
[HOMEOTHERM:10067]
[SWIMS_LEARNED][SWIM_SPEED:25000]
[SPEED:5000]
[ATTACK:SMASH:BODYPART:BY_TYPE:STANCE]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:smash:smashes]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
[ATTACK:WHIP:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:whip:whips]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PRIORITY:MAIN]
[ATTACK_VELOCITY_MODIFIER:30]
[ATTACK_FLAG_WITH]
[ATTACK_FLAG_CANLATCH]
[ATTACK:SLASH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:slash:slashes]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PRIORITY:MAIN]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_VELOCITY_MODIFIER:30]
[ATTACK_FLAG_WITH]
[ATTACK_FLAG_EDGE]
[CASTE:TREELORDFEMALE]
[POP_RATIO:10][FEMALE][LITTERSIZE:7:30]
[DESCRIPTION:A sentient tree, progenitor of the elven menace.]
[CASTE_NAME:treequeen:treequeens:forested]
[CASTE_TILE:6][COLOR:6:0:0]
[CHILDNAME:seedling:seedlings]
[INTELLIGENT][NO_THOUGHT_CENTER_FOR_MOVEMENT][NO_DIZZINESS][NO_FEVERS]
[NOBONES][NOMEAT][NONAUSEA][NOSKIN][NOSKULL][NO_SLEEP][UTTERANCES]
[MOUNT][EXTRAVISION][CANOPENDOORS][BUILDINGDESTROYER:1][NOEXERT]
[PREFSTRING:natural majesty]
[CREATURE_CLASS:ALL]
[HAS_NERVES]
[BODY:TREELORD:TREELORD_BRANCHES:TREELORD_ROOTS:TREELORD_VEG]
[BODY_DETAIL_PLAN:PLANT_MATERIALS_BFEL]
[BODY_DETAIL_PLAN:PLANT_TISSUES_BFEL]
[BODY_DETAIL_PLAN:PLANT_LAYERS_BFEL]
[APPLY_CREATURE_VARIATION:ELF_RESURRECT_BFEL]
[PHYS_ATT_RANGE:AGILITY:100:170:230:280:350:390:450]
[PHYS_ATT_RANGE:RECUPERATION:450:950:1150:1250:1350:1550:2250]
[PHYS_ATT_RANGE:DISEASE_RESISTANCE:5000:5000:5000:5000:5000:5000:5000]
[MENT_ATT_RANGE:PATIENCE:5000:5000:5000:5000:5000:5000:5000]
[MENT_ATT_RANGE:MEMORY:5000:5000:5000:5000:5000:5000:5000]
[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:KINESTHETIC_SENSE:700:1200:1400:1500:1600:1800:2500]
[BODY_SIZE:0:0:10]
[BODY_SIZE:10:90:200000]
[BODY_SIZE:100:168:2000000]
[BODY_SIZE:400:37:8000000]
[APPLY_CREATURE_VARIATION:CLEANS_SELF_DAILY_HLG]
[BABY:10]
[CHILD:50]
[DIURNAL]
[HOMEOTHERM:10067]
[SWIMS_LEARNED][SWIM_SPEED:25000]
[SPEED:5000]
[ATTACK:SMASH:BODYPART:BY_TYPE:STANCE]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:smash:smashes]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
[ATTACK:WHIP:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:whip:whips]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PRIORITY:MAIN]
[ATTACK_VELOCITY_MODIFIER:30]
[ATTACK_FLAG_WITH]
[ATTACK_FLAG_CANLATCH]
[ATTACK:SLASH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:slash:slashes]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PRIORITY:MAIN]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_VELOCITY_MODIFIER:30]
[ATTACK_FLAG_WITH]
[ATTACK_FLAG_EDGE]
[CASTE:ELF]
[POP_RATIO:80]
[DESCRIPTION:A medium-sized creature claiming to be a ruthless protector of nature. In truth it is a mere pawn of the forests and has no will of its own.]
[CASTE_NAME:elf:elves:elven]
[CASTE_TILE:140][COLOR:7:0:0]
[CASTE_SOLDIER_TILE:140]
[CAN_SPEAK][SLOW_LEARNER][VERMIN_HATEABLE]
[CANOPENDOORS][NOTHOUGHT][WAGON_PULLER]
[BENIGN][NO_SLEEP]
[MAXAGE:1000:2000]
[PREFSTRING:dying screams]
[CREATURE_CLASS:ALL][CREATURE_CLASS:HUMANOID]
[CREATURE_CLASS:MAMMAL][CREATURE_CLASS:VERTEBRATE]
[HAS_NERVES]
[BODY:CORE_HLG:BACK_LEGS_HLG:ARMS_HLG:EXTERNAL_EARS_HLG:TEETH_HLG]
[BODY_DETAIL_PLAN:CORE_MATERIALS_HLG]
[BODY_DETAIL_PLAN:CORE_TISSUES_HLG]
[BODY_DETAIL_PLAN:TEETH_HLG]
[BODY_DETAIL_PLAN:CORE_LAYERS_HLG]
[BODY_DETAIL_PLAN:BACK_LEGS_LAYERS_HLG]
[BODY_DETAIL_PLAN:ARMS_LAYERS_HLG]
[BODY_DETAIL_PLAN:EXTERNAL_EARS_LAYERS_HLG]
[BODY_DETAIL_PLAN:HAIR_HLG]
[BODY_DETAIL_PLAN:HAIR_ON_HEAD_HLG]
[BODYGLOSS:TWOLEGS_HLG]
[TENDONS:LOCAL_CREATURE_MAT:TENDON:400]
[LIGAMENTS:LOCAL_CREATURE_MAT:TENDON:400]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[APPLY_CREATURE_VARIATION:PUNCH_HLG]
[APPLY_CREATURE_VARIATION:KICK_HLG]
[APPLY_CREATURE_VARIATION:ROUNDHOUSE_KICK_HLG]
[APPLY_CREATURE_VARIATION:BITE_NO_LATCH_HLG]
[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]
[BODY_SIZE:0:0:3000]
[BODY_SIZE:1:168:15000]
[BODY_SIZE:12:0:60000]
[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: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]
[APPLY_CREATURE_VARIATION:CLEANS_SELF_DAILY_HLG]
[BABY:1]
[CHILD:12]
[EQUIPS]
[DIURNAL]
[HOMEOTHERM:10067]
[SWIMS_LEARNED][SWIM_SPEED:2500]
[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]
[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: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: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_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_bfel
[OBJECT:ENTITY]
[ENTITY:FOREST]
[CREATURE:ELF]
[TRANSLATION:SIMPLE_ENGLISH_HLG] <-----placeholder for now
[WEAPON:ITEM_WEAPON_SWORD_SHORT]
[WEAPON:ITEM_WEAPON_SPEAR]
[WEAPON:ITEM_WEAPON_BOW]
[AMMO:ITEM_AMMO_ARROWS]
[WEAPON:ITEM_WEAPON_SWORD_LONG]
[ARMOR:ITEM_ARMOR_BREASTPLATE:COMMON]
[ARMOR:ITEM_ARMOR_MAIL_SHIRT:COMMON]
[ARMOR:ITEM_ARMOR_COAT:COMMON]
[ARMOR:ITEM_ARMOR_SHIRT:COMMON]
[ARMOR:ITEM_ARMOR_CLOAK:COMMON]
[ARMOR:ITEM_ARMOR_TUNIC:COMMON]
[ARMOR:ITEM_ARMOR_TOGA:UNCOMMON]
[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:COMMON]
[HELM:ITEM_HELM_HOOD:COMMON]
[HELM:ITEM_HELM_TURBAN:UNCOMMON]
[HELM:ITEM_HELM_VEIL_HEAD:UNCOMMON]
[HELM:ITEM_HELM_SCARF_HEAD:UNCOMMON]
[GLOVES:ITEM_GLOVES_GAUNTLETS:COMMON]
[GLOVES:ITEM_GLOVES_GLOVES:COMMON]
[GLOVES:ITEM_GLOVES_MITTENS: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_CHAUSSE:UNCOMMON]
[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:UNCOMMON]
[PANTS:ITEM_PANTS_SKIRT:COMMON]
[PANTS:ITEM_PANTS_SKIRT_SHORT:COMMON]
[PANTS:ITEM_PANTS_SKIRT_LONG:COMMON]
[PANTS:ITEM_PANTS_BRAIES:UNCOMMON]
[SHIELD:ITEM_SHIELD_SHIELD]
[SHIELD:ITEM_SHIELD_BUCKLER]
[CLOTHING]
[SELECT_SYMBOL:WAR:NAME_WAR]
[SUBSELECT_SYMBOL:WAR:VIOLENT]
[SELECT_SYMBOL:BATTLE:NAME_BATTLE]
[SUBSELECT_SYMBOL:BATTLE:VIOLENT]
[SELECT_SYMBOL:SIEGE:NAME_SIEGE]
[SUBSELECT_SYMBOL:SIEGE:VIOLENT]
[SELECT_SYMBOL:ROAD:NAME_ROAD]
[SELECT_SYMBOL:TUNNEL:NAME_TUNNEL]
[SELECT_SYMBOL:BRIDGE:NAME_BRIDGE]
[SELECT_SYMBOL:WALL:NAME_WALL]
[SELECT_SYMBOL: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_FARMING]
[COMMON_DOMESTIC_PACK]
[USE_GOOD_ANIMALS]
[USE_GOOD_PLANTS]
[USE_GOOD_WOOD]
[USE_ANY_PET_RACE]
[IMPROVED_BOWS]
[EQUIPMENT_IMPROVEMENTS]
[SPHERE_ALIGNMENT:PLANTS:3840]
[SPHERE_ALIGNMENT:TREES:5120]
[ART_FACET_MODIFIER:EVIL:0]
[ART_FACET_MODIFIER:GOOD:384]
[ART_FACET_MODIFIER:OWN_RACE:5120]
[ART_IMAGE_ELEMENT_MODIFIER:ITEM:32]
[ART_IMAGE_ELEMENT_MODIFIER:PLANT:3840]
[ART_IMAGE_ELEMENT_MODIFIER:TREE:5102]
[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_LAKE:1]
[BIOME_SUPPORT:ANY_FOREST:3]
[BIOME_SUPPORT:ANY_RIVER:1]
[TREE_CAP_DIPLOMACY]
[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]
[ACTIVE_SEASON:SPRING]
[ACTIVE_SEASON:SUMMER]
[ACTIVE_SEASON:AUTUMN]
[AMBUSHER]
[MAX_STARTING_CIV_NUMBER:100]
[MAX_POP_NUMBER:10000]
[MAX_SITE_POP_NUMBER:120]
[RELIGION:REGIONAL_FORCE]
[WANDERER]
[SCOUT]
[MERCHANT_BODYGUARDS]
[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:UNTHINKABLE]
[ETHIC:KILL_NEUTRAL:ACCEPTABLE]
[ETHIC:KILL_ENEMY:ACCEPTABLE]
[ETHIC:KILL_ANIMAL:ACCEPTABLE]
[ETHIC:KILL_PLANT:UNTHINKABLE]
[ETHIC:TORTURE_AS_EXAMPLE:ACCEPTABLE]
[ETHIC:TORTURE_FOR_INFORMATION:ACCEPTABLE]
[ETHIC:TORTURE_FOR_FUN:UNTHINKABLE]
[ETHIC:TORTURE_ANIMALS:PERSONAL_MATTER]
[ETHIC:TREASON:UNTHINKABLE]
[ETHIC:OATH_BREAKING:UNTHINKABLE]
[ETHIC:LYING:ACCEPTABLE]
[ETHIC:VANDALISM:UNTHINKABLE]
[ETHIC:TRESPASSING:ACCEPTABLE]
[ETHIC:THEFT:UNTHINKABLE]
[ETHIC:ASSAULT:UNTHINKABLE]
[ETHIC:SLAVERY:ACCEPTABLE]
[ETHIC:EAT_SAPIENT_OTHER:ACCEPTABLE]
[ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]
[ETHIC:MAKE_TROPHY_SAME_RACE:UNTHINKABLE]
[ETHIC:MAKE_TROPHY_SAPIENT:UNTHINKABLE]
[ETHIC:MAKE_TROPHY_ANIMAL:UNTHINKABLE]
[POSITION:WILL_OF_THE_FOREST]
[NAME:will of the forest:will of the forest]
[REJECTED_CREATURE:ELF:ELF]
[NUMBER:100000] <-----should make all treelords into one, as they shouldn't be born that often
[RESPONSIBILITY:MANAGE_PRODUCTION]
[RESPONSIBILITY:ESTABLISH_COLONY_TRADE_AGREEMENTS]
[RESPONSIBILITY:LAW_MAKING]
[RESPONSIBILITY:MEET_WORKERS]
[ELECTED]
[COMMANDER:RANGER_CAPTAIN:ALL]
[PRECEDENCE:1]
[DUTY_BOUND]
[PUNISHMENT_EXEMPTION]
[RULES_FROM_LOCATION]
[MENIAL__WORK_EXEMPTION]
[CONQUERED_SITE]
[FLASHES]
[BRAG_ON_KILL]
[POSITION:RANGER_CAPTAIN]
[NAME:ranger captain:ranger captains]
[ALLOWED_CREATURE:ELF:ELF]
[NUMBER:AS_NEEDED]
[SQUAD:10:ranger:rangers]
[RESPONSIBILITY:ATTACK_ENEMIES]
[RESPONSIBILITY:PATROL_TERRITORY]
[RESPONSIBILITY:BUILD_MORALE]
[RESPONSIBILITY:MILITARY_STRATEGY]
[APPOINTED_BY:WILL_OF_THE_FOREST]
[PRECEDENCE:30000]
[DO_NOT_CULL]
[DUTY_BOUND]
[POSITION:DIPLOMAT]
[NAME:diplomat:diplomats]
[NUMBER:1]
[ALLOWED_CREATURE:ELF:ELF]
[RESPONSIBILITY:MAKE_INTRODUCTIONS]
[RESPONSIBILITY:MAKE_PEACE_AGREEMENTS]
[RESPONSIBILITY:MAKE_TOPIC_AGREEMENTS]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[APPOINTED_BY:WILL_OF_THE_FOREST]
[PRECEDENCE:30000]
[DO_NOT_CULL]
[COLOR:7:0:1]
[DUTY_BOUND]
[POSITION:TRADER]
[NAME:trader:traders]
[NUMBER:1]
[SITE]
[ALLOWED_CREATURE:ELF:ELF]
[RESPONSIBILITY:TRADE]
[APPOINTED_BY:WILL_OF_THE_FOREST]
[PRECEDENCE:30000]
[DUTY_BOUND]
[STONE_SHAPE:OVAL_CABOCHON]
[GEM_SHAPE:OVAL_CABOCHON]
If there is a play turn not taken, I'll take the next one. :) This week is my free week.
Ok so do I have the rest of today, or do I have to post it now?
Have a lot of other ideas to implement if I still have time, like the Claymen, some other animals that should flesh things out, and even some more stone that should make people weep openly ;)
Anyway, waiting for confirmation.
if all else fails, copy however you set up bark and use that for leafs and vines, it's all just plant material anyway.
-giant insects with chitin that can be made into armor (esp. spiders, wasps, and a few custom chitiny beasties)
-an unholy crossbreed of halflings and giant spiders. With bows.
-Crystalline pseudolife varieties
-Glass Angels entity of hippy, tree-hugging, animal-loving goodness, with the added perks of disintegrating into coma-inflicting dust on death, and magical spells
-a vermin for evil biomes that makes colonists go mad and fall upon each other like rabid wild hounds
EDIT: Noticed there does not seem to be a [DEFAULT_RELSIZE] assigned to the Sea Angel tail. Would this cause issues?
-a vermin for evil biomes that makes colonists go mad and fall upon each other like rabid wild hounds
Quote-a vermin for evil biomes that makes colonists go mad and fall upon each other like rabid wild hounds
Be sure not to use CE_ADD_TAG:CRAZED, because it causes loyality cascades. Try OPPOSED_TO_LIFE instead, or transform the creature into a new creature, then add crazed. If you add crazed to civ members, they are still civ members and telling your military to kill them is a bad idea.
I have some stuff already done a little (mainly templates and tissues and such). Should I put those up for examination?
-giant insects with chitin that can be made into armor (esp. spiders, wasps, and a few custom chitiny beasties)
-an unholy crossbreed of halflings and giant spiders. With bows.
-Crystalline pseudolife varieties
-Glass Angels entity of hippy, tree-hugging, animal-loving goodness, with the added perks of disintegrating into coma-inflicting dust on death, and magical spells
-a vermin for evil biomes that makes colonists go mad and fall upon each other like rabid wild hounds
Don't worry, it doesn't actually mean anything. (confirmed via modder's resource - an offline wiki rip by HugotheDwarf that contains all of the tags necessary for modding (link posted earlier in the thread))
Quote-a vermin for evil biomes that makes colonists go mad and fall upon each other like rabid wild hounds
Be sure not to use CE_ADD_TAG:CRAZED, because it causes loyality cascades. Try OPPOSED_TO_LIFE instead, or transform the creature into a new creature, then add crazed. If you add crazed to civ members, they are still civ members and telling your military to kill them is a bad idea.
Otherwise I find this project quite amusing to read. :) It's a really nice idea. One could make the "Learn Dwarf Fortress Edition" of the game, with different levels. Lvl 1, only 1 type of grass, rock, sand, tree, no invaders and such. Lvl 2, add ores and gems and more plant and tree types. Lvl 3, add wildlife and volcanoes and aquifers. Lvl 4, add kobolds thieves and alllies. Lvl 5, add invaders and ambushes. Lvl 6, add vampires, werebeasts, evil-biome rains and undeads. Lvl 7, vanilla DF. ;)
Wtf man? Wiki says doesn't have absolute meaning, but I can't imagine that meaning that it has no meaning. Some body parts are obviously larger than others, like compare teeth to lower bodies. If not from RELSIZE, how is the game supposed to tell? There's no other reference to body part sizes in the game AFAIK. Can you post the exact quote?
DEFAULT_RELSIZE
Size
This command establishes the relative size of body parts within a creature. The numbers have no absolute meaning or units.
Wtf man? Wiki says doesn't have absolute meaning, but I can't imagine that meaning that it has no meaning. Some body parts are obviously larger than others, like compare teeth to lower bodies. If not from RELSIZE, how is the game supposed to tell? There's no other reference to body part sizes in the game AFAIK. Can you post the exact quote?
Sure.Quote from: wikiDEFAULT_RELSIZE
Size
This command establishes the relative size of body parts within a creature. The numbers have no absolute meaning or units.
Link:http://dwarffortresswiki.org/index.php/DF2012:Body_token
Features for it probably aren't or aren't fully implemented, yet.
I believe that this might get very big very soon, but I seriously doubt that any resemblance of balancing will be found in the end :P
Oh, since you're not complaining about defining tissue layers for every body part yet, I'm assuming you're not there with that yet. But it does you so much good too. :D
IhatedefiningbodypartsfromscratchsomuchIhatedefiningbodypartsfromscratchsomuchIhatedefiningbodypartsfromscratchsomuch
[OBJECT:BODY]
[BODY:BASIC_INSECT_STL]
[BP:HD:head:STP][CON:UB][HEAD][CATEGORY:HEAD]
[DEFAULT_RELSIZE:200]
[BP:UB:thorax:thoraxes][UPPERBODY][CATEGORY:BODY_UPPER]
[DEFAULT_RELSIZE:250]
[BP:LB:abdomen:STP][CON:UB][LOWERBODY][CATEGORY:BODY_LOWER]
[DEFAULT_RELSIZE:300]
[BP:RA1:right foreleg:STP][CON:UB][LIMB][RIGHT][CATEGORY:FORELEG]
[DEFAULT_RELSIZE:150]
[BP:RF1:right front tarsus:right tarsuses][CON:RA1][STANCE][RIGHT][CATEGORY:FOREFOOT]
[DEFAULT_RELSIZE:100]
[BP:RA2:right midleg:STP][CON:UB][LIMB][RIGHT][CATEGORY:MIDDLE_LEG]
[DEFAULT_RELSIZE:150]
[BP:RF2:right middle tarsus:right tarsuses][CON:RA2][STANCE][RIGHT][CATEGORY:MIDDLE_FOOT]
[DEFAULT_RELSIZE:100]
[BP:RA3:right hindleg:STP][CON:UB][LIMB][RIGHT][CATEGORY:HINDLEG]
[DEFAULT_RELSIZE:150]
[BP:RF3:right hind tarsus:right tarsuses][CON:RA3][STANCE][RIGHT][CATEGORY:HINDFOOT]
[DEFAULT_RELSIZE:100]
[BP:LA1:left foreleg:STP][CON:UB][LIMB][LEFT][CATEGORY:FORELEG]
[DEFAULT_RELSIZE:150]
[BP:LF1:left front tarsus:left tarsuses][CON:RA1][STANCE][LEFT][CATEGORY:FOREFOOT]
[DEFAULT_RELSIZE:100]
[BP:LA2:left midleg:STP][CON:UB][LIMB][LEFT][CATEGORY:MIDDLE_LEG]
[DEFAULT_RELSIZE:150]
[BP:LF2:left middle tarsus:left tarsuses][CON:RA2][STANCE][LEFT][CATEGORY:MIDDLE_FOOT]
[DEFAULT_RELSIZE:100]
[BP:LA3:left hindleg:STP][CON:UB][LIMB][LEFT][CATEGORY:HINDLEG]
[DEFAULT_RELSIZE:150]
[BP:LF3:left hind tarsus:left tarsuses][CON:RA3][STANCE][LEFT][CATEGORY:HINDFOOT]
[DEFAULT_RELSIZE:100]
[BODY:4LEG_ARACHNID_STL]
[BP:UB:cephalothorax:cephalothoraxes][UPPERBODY][HEAD][CATEGORY:BODY_UPPER] I dearly hope this will make large intelligent spiders able to wear both a fuzzy sweater and a woolen cap on the same body part.
[DEFAULT_RELSIZE:300]
[BP:LB:abdomen:STP][CON:UB][LOWERBODY][CATEGORY:BODY_LOWER]
[DEFAULT_RELSIZE:400]
[BP:RA1:right foreleg:STP][CON:UB][LIMB][RIGHT][CATEGORY:FORELEG]
[DEFAULT_RELSIZE:200]
[BP:RF1:right front tarsus:right tarsuses][CON:RA1][STANCE][RIGHT][CATEGORY:FOREFOOT]
[DEFAULT_RELSIZE:150]
[BP:RA2:right midleg:STP][CON:UB][LIMB][RIGHT][CATEGORY:MIDDLE_LEG]
[DEFAULT_RELSIZE:200]
[BP:RF2:right middle tarsus:right tarsuses][CON:RA2][STANCE][RIGHT][CATEGORY:MIDDLE_FOOT]
[DEFAULT_RELSIZE:150]
[BP:LA1:left foreleg:STP][CON:UB][LIMB][LEFT][CATEGORY:FORELEG]
[DEFAULT_RELSIZE:200]
[BP:LF1:left front tarsus:left tarsuses][CON:RA1][STANCE][LEFT][CATEGORY:FOREFOOT]
[DEFAULT_RELSIZE:150]
[BP:LA2:left midleg:STP][CON:UB][LIMB][LEFT][CATEGORY:MIDDLE_LEG]
[DEFAULT_RELSIZE:200]
[BP:LF2:left middle tarsus:left tarsuses][CON:RA2][STANCE][LEFT][CATEGORY:MIDDLE_FOOT]
[DEFAULT_RELSIZE:150]
[BODY:BASIC_ARACHNID_STL]
[BP:UB:cephalothorax:cephalothoraxes][UPPERBODY][HEAD][CATEGORY:BODY_UPPER]
[DEFAULT_RELSIZE:300]
[BP:LB:abdomen:STP][CON:UB][LOWERBODY][CATEGORY:BODY_LOWER]
[DEFAULT_RELSIZE:400]
[BP:RA1:right foreleg:STP][CON:UB][LIMB][RIGHT][CATEGORY:FORELEG]
[DEFAULT_RELSIZE:200]
[BP:RF1:right front tarsus:right tarsuses][CON:RA1][STANCE][RIGHT][CATEGORY:FOREFOOT]
[DEFAULT_RELSIZE:150]
[BP:RA2:right midleg:STP][CON:UB][LIMB][RIGHT][CATEGORY:MIDDLE_LEG]
[DEFAULT_RELSIZE:200]
[BP:RF2:right middle tarsus:right tarsuses][CON:RA2][STANCE][RIGHT][CATEGORY:MIDDLE_FOOT]
[DEFAULT_RELSIZE:150]
[BP:RA3:right second midleg:STP][CON:UB][LIMB][RIGHT][CATEGORY:MIDDLE_LEG]
[DEFAULT_RELSIZE:200]
[BP:RF3:right posterior tarsus:left tarsuses][CON:RA2][STANCE][RIGHT][CATEGORY:MIDDLE_FOOT]
[DEFAULT_RELSIZE:150]
[BP:RA4:right hindleg:STP][CON:UB][LIMB][RIGHT][CATEGORY:HINDLEG]
[DEFAULT_RELSIZE:200]
[BP:RF4:right hind tarsus:left tarsuses][CON:RA2][STANCE][RIGHT][CATEGORY:HINDFOOT]
[DEFAULT_RELSIZE:150]
[BP:LA1:left foreleg:STP][CON:UB][LIMB][LEFT][CATEGORY:FORELEG]
[DEFAULT_RELSIZE:200]
[BP:LF1:left front tarsus:left tarsuses][CON:RA1][STANCE][LEFT][CATEGORY:FOREFOOT]
[DEFAULT_RELSIZE:150]
[BP:LA2:left first midleg:STP][CON:UB][LIMB][LEFT][CATEGORY:MIDDLE_LEG]
[DEFAULT_RELSIZE:200]
[BP:LF2:left anterior tarsus:left tarsuses][CON:RA2][STANCE][LEFT][CATEGORY:MIDDLE_FOOT]
[DEFAULT_RELSIZE:150]
[BP:LA3:left second midleg:STP][CON:UB][LIMB][LEFT][CATEGORY:MIDDLE_LEG]
[DEFAULT_RELSIZE:200]
[BP:LF3:left posterior tarsus:left tarsuses][CON:RA2][STANCE][LEFT][CATEGORY:MIDDLE_FOOT]
[DEFAULT_RELSIZE:150]
[BP:LA4:left hindleg:STP][CON:UB][LIMB][LEFT][CATEGORY:HINDLEG]
[DEFAULT_RELSIZE:200]
[BP:LF4:left hind tarsus:left tarsuses][CON:RA2][STANCE][LEFT][CATEGORY:HINDFOOT]
[DEFAULT_RELSIZE:150]
[BODY:SPIDER_CENTAUR_STL]
##The parts which are Halfling##
[BP:HD:head:STP][CON:UB][HEAD][CATEGORY:HEAD]
[DEFAULT_RELSIZE:200]
[BP:MOUTH:mouth:STP][CON:HEAD][EMBEDDED][APERTURE][CATEGORY:MOUTH]
[DEFAULT_RELSIZE:150]
[BP:UB:torso:STP][UPPERBODY][CATEGORY:BODY_UPPER]
[DEFAULT_RELSIZE:270]
[BP:RUA:right upper arm:STP][CON:UB][LIMB][RIGHT][CATEGORY:UPPER_ARM]
[DEFAULT_RELSIZE:200]
[BP:RLA:right forearm:STP][CON:RUA][LIMB][RIGHT][CATEGORY:FOREARM]
[DEFAULT_RELSIZE:150]
[BP:RH:right hand:STP][CON:RLA][GRASP][RIGHT][CATEGORY:HAND]
[DEFAULT_RELSIZE:90]
[BP:LUA:left upper arm:STP][CON:UB][LIMB][LEFT][CATEGORY:UPPER_ARM]
[DEFAULT_RELSIZE:200]
[BP:LLA:left forearm:STP][CON:LUA][LIMB][LEFT][CATEGORY:FOREARM]
[DEFAULT_RELSIZE:150]
[BP:LH:left hand:STP][CON:LLA][GRASP][LEFT][CATEGORY:HAND]
[DEFAULT_RELSIZE:90]
##The parts which are an abomination##
[BP:LB:abdomen:STP][CON:UB][LOWERBODY][CATEGORY:BODY_LOWER]
[DEFAULT_RELSIZE:400]
[BP:RA1:right foreleg:STP][CON:UB][LIMB][RIGHT][CATEGORY:FORELEG]
[DEFAULT_RELSIZE:200]
[BP:RF1:right front tarsus:right tarsuses][CON:RA1][STANCE][RIGHT][CATEGORY:FOREFOOT]
[DEFAULT_RELSIZE:150]
[BP:RA2:right midleg:STP][CON:UB][LIMB][RIGHT][CATEGORY:MIDDLE_LEG]
[DEFAULT_RELSIZE:200]
[BP:RF2:right middle tarsus:right tarsuses][CON:RA2][STANCE][RIGHT][CATEGORY:MIDDLE_FOOT]
[DEFAULT_RELSIZE:150]
[BP:RA3:right second midleg:STP][CON:UB][LIMB][RIGHT][CATEGORY:MIDDLE_LEG]
[DEFAULT_RELSIZE:200]
[BP:RF3:right posterior tarsus:left tarsuses][CON:RA2][STANCE][RIGHT][CATEGORY:MIDDLE_FOOT]
[DEFAULT_RELSIZE:150]
[BP:RA4:right hindleg:STP][CON:UB][LIMB][RIGHT][CATEGORY:HINDLEG]
[DEFAULT_RELSIZE:200]
[BP:RF4:right hind tarsus:left tarsuses][CON:RA2][STANCE][RIGHT][CATEGORY:HINDFOOT]
[DEFAULT_RELSIZE:150]
[BP:LA1:left foreleg:STP][CON:UB][LIMB][LEFT][CATEGORY:FORELEG]
[DEFAULT_RELSIZE:200]
[BP:LF1:left front tarsus:left tarsuses][CON:RA1][STANCE][LEFT][CATEGORY:FOREFOOT]
[DEFAULT_RELSIZE:150]
[BP:LA2:left first midleg:STP][CON:UB][LIMB][LEFT][CATEGORY:MIDDLE_LEG]
[DEFAULT_RELSIZE:200]
[BP:LF2:left anterior tarsus:left tarsuses][CON:RA2][STANCE][LEFT][CATEGORY:MIDDLE_FOOT]
[DEFAULT_RELSIZE:150]
[BP:LA3:left second midleg:STP][CON:UB][LIMB][LEFT][CATEGORY:MIDDLE_LEG]
[DEFAULT_RELSIZE:200]
[BP:LF3:left posterior tarsus:left tarsuses][CON:RA2][STANCE][LEFT][CATEGORY:MIDDLE_FOOT]
[DEFAULT_RELSIZE:150]
[BP:LA4:left hindleg:STP][CON:UB][LIMB][LEFT][CATEGORY:HINDLEG]
[DEFAULT_RELSIZE:200]
[BP:LF4:left hind tarsus:left tarsuses][CON:RA2][STANCE][LEFT][CATEGORY:HINDFOOT]
[DEFAULT_RELSIZE:150]
[BODY:MANDIBLES_STL] Om nom nom
[BP:MANDIBLES:mandibles:NP][CONTYPE:HEAD][CATEGORY:MANDIBLE]
[DEFAULT_RELSIZE:100]
[BODY:MAW_STL] Om nom nom
[BP:MAW:maw:STP][CONTYPE:HEAD][CATEGORY:MAW][APERTURE][EMBEDDED][MOUTH][SMALL]
[DEFAULT_RELSIZE:100]
[BODY:ANTENNAE_STL] Can't feel someone up without feelers
[BP:R_ANTENNAE:right antenna:STP][CONTYPE:HEAD][RIGHT][SMELL][CATEGORY:ANTENNA]
[DEFAULT_RELSIZE:150]
[BP:L_ANTENNAE:left antenna:STP][CONTYPE:HEAD][LEFT][SMELL][CATEGORY:ANTENNA]
[DEFAULT_RELSIZE:150]
[BODY:ANT_TENNAE_STL] jointed ant antennae
[BP:LR_ANTENNAE:right lower antenna:STP][CONTYPE:HEAD][RIGHT][CATEGORY:LOWER_ANTENNA]
[DEFAULT_RELSIZE:50]
[BP:LL_ANTENNAE:left lower antenna:STP][CONTYPE:HEAD][LEFT][CATEGORY:LOWER_ANTENNA]
[DEFAULT_RELSIZE:50]
[BP:UR_ANTENNAE:right upper antenna:STP][CON:LR_ANTENNAE][RIGHT][SMELL][CATEGORY:UPPER_ANTENNA]
[DEFAULT_RELSIZE:100]
[BP:UL_ANTENNAE:left upper antenna:STP][CON:LL_ANTENNAE][LEFT][SMELL][CATEGORY:UPPER_ANTENNA]
[DEFAULT_RELSIZE:100]
[BODY:WINGS_STL] BZZ BZZ
[BP:RIGHT_WING:right wing:STP][CONTYPE:UPPERBODY][FLIER][RIGHT][CATEGORY:WINGS]
[DEFAULT_RELSIZE:350]
[BP:LEFT_WING:left wing:STP][CONTYPE:UPPERBODY][FLIER][LEFT][CATEGORY:WINGS]
[DEFAULT_RELSIZE:350]
[BODY:STINGER_STL] Because it's not a giant wasp unless it can stab you and pump lovely paralytic neurotoxins into your flesh to keep you still while it lays eggs in you with its ovipositer.
[BP:STINGER:stinger:STP][CONTYPE:LOWERBODY][CATEGORY:STINGER]
[DEFAULT_RELSIZE:90]
[BODY:2EYES_STL] Because Halfling didn't seem to have a separate BODY for for this.
[BP:RIGHT_EYE:right eye:STP][CONTYPE:HEAD][RIGHT][SIGHT][CATEGORY:EYES]
[DEFAULT_RELSIZE:90]
[BP:LEFT_EYE:left eye:STP][CONTYPE:HEAD][LEFT][SIGHT][CATEGORY:EYES]
[DEFAULT_RELSIZE:90]
[BODY:4EYES_STL] No, this is not glasses.
[BP:RIGHT_EYE1:upper right eye:STP][CONTYPE:HEAD][RIGHT][SIGHT][CATEGORY:EYES]
[DEFAULT_RELSIZE:70]
[BP:LEFT_EYE1:upper left eye:STP][CONTYPE:HEAD][LEFT][SIGHT][CATEGORY:EYES]
[DEFAULT_RELSIZE:70]
[BP:RIGHT_EYE2:lower right eye:STP][CONTYPE:HEAD][RIGHT][SIGHT][CATEGORY:EYES]
[DEFAULT_RELSIZE:70]
[BP:LEFT_EYE2:lower left eye:STP][CONTYPE:HEAD][LEFT][SIGHT][CATEGORY:EYES]
[DEFAULT_RELSIZE:70]
[BODY:CYCLOPS_STL] "Nobody has blinded me!" "Are you /sure/ it wasn't a dwarf?"
[BP:EYE:eye:STP][CONTYPE:HEAD][SIGHT][CATEGORY:EYES]
[DEFAULT_RELSIZE:100]
[BODY:BOOK_LUNGS_STL]
[BP:RIGHT_BOOK_LUNG:right book lung:STP][CONTYPE:LOWERBODY][RIGHT][INTERNAL][SMALL][BREATHE][CATEGORY:BOOK_LUNGS]
[DEFAULT_RELSIZE:90]
[BP:LEFT_BOOK_LUNG:left book lung:STP][CONTYPE:LOWERBODY][LEFT][INTERNAL][BREATHE][SMALL][CATEGORY:BOOK_LUNGS]
[DEFAULT_RELSIZE:90]
##Some internal organy bits##
[BODY:BRAIN_STL]
[BP:BRAIN:brain:STP][CONTYPE:HEAD][THOUGHT][INTERNAL][SMALL][CATEGORY:BRAIN]
[DEFAULT_RELSIZE:200] Bugs am smrt. Has beeg bran.
[BODY:HEART_ABDOMEN_STL]
[BP:HEART:heart:STP][CONTYPE:LOWERBODY][INTERNAL][SMALL][CATEGORY:HEART]
[DEFAULT_RELSIZE:250] Bug hearts run the length of the abdomen
comments in the code are my way of amusing myself and keeping my own attention focused on modding, rather than on, say, the shortcut to DF I have in my taskbar.
Honestly I can wrap my head around tissue layers and tissue definitions and tissues in general pretty well, but the body part system is completely obtuse when you don't have ANY predefined parts to work from--except the halfling parts, and I'm absolutely not sure at all how to properly scavenge them. I just can't see wtf is going on. :(
All I want to do is make a flaming guy is that so hard to ask come on cut me a break
The problem is that I'm making a guy made of fire and as such don't want him to have a central nervous system, bones, organs, etc. I suppose I'll just reinvent the HUMANOID_SIMPLE that DF uses, and tweak it enough to try and fit the new system.
Interesting question. I know that tissue relsizes are, indeed, relative. But are they relative to the numbers within the specified creature, or across all the raws? AKA, if I have two identical creatures, same bodysize, same body (1PARTBODY for simplicity and proof of concept), etc... except that the tissues on one have relsize 2 and the other has tissues relsize 200, will one be easier to puncture than the other?
ninja'd
BODY_SIZE isn't relative, but relsizes are relative within the creature only. If your giant spiders have greater BODY_SIZE than the halflings, then they're bigger, no matter what.
ninja'd
BODY_SIZE isn't relative, but relsizes are relative within the creature only. If your giant spiders have greater BODY_SIZE than the halflings, then they're bigger, no matter what.
The problem is that I'm making a guy made of fire and as such don't want him to have a central nervous system, bones, organs, etc. I suppose I'll just reinvent the HUMANOID_SIMPLE that DF uses, and tweak it enough to try and fit the new system.
Interesting question. I know that tissue relsizes are, indeed, relative. But are they relative to the numbers within the specified creature, or across all the raws? AKA, if I have two identical creatures, same bodysize, same body (1PARTBODY for simplicity and proof of concept), etc... except that the tissues on one have relsize 2 and the other has tissues relsize 200, will one be easier to puncture than the other?
Also WHEN THE HELL IS THE PLAYER TURN GONNA START? I AM LITERALLY TREMBLING WITH EXCITEMENT
If I could take a modding round, I would like to take a crack at implementing myI'll take that as my cue to add you :)evilperfectly fair additions.
Well, did you playtest it yourself yet? Now would be a good chance to do that and take out some of the most glaring bugs (they are still there... for example I don't think your elves can keep records or wear or wield anything [intentional?] and tree lord sap removed in combat is named "molten skin" likely due to a malformed name tag).
Vanilla creatures-made-of-fire suffer ludicrous gibs, but I'm going to do some testing to see if that's required. But yeah, I can handle this. I actually have an interesting plan in mind...
Well the elves can't do those things because I ran out of time that I could've used to make a bunch of items for them to use, something I noticed is that since the treelords have [UTTERANCES] the elves get the weird kobold names as well (the trees have it, the elves don't, as the elves are supposed to be the "face" of the trees.) So I'm not sure exactly how much of an effect that will have on gameplay.
Also FUCK YOU STUPID NAME TAG SHIT.
I am nothing if not a magnet for weird bugs :P
[CE_BLEEDING:SEV:20000:PROB:100:BP:BY_TOKEN:ALL:START:5:PEAK:6:END:2500]
[SELECT_MATERIAL:ALL]
[IF_EXISTS_SET_MELTING_POINT:55000]
[IF_EXISTS_SET_BOILING_POINT:57500]
[IGNITE_POINT:NONE]
[HEATDAM_POINT:NONE]
[COLDDAM_POINT:NONE]
For this one I think it's parsing it as:
*** Error(s) found in the file "raw/objects/inorganic_DOOM_laularu.txt"
Unrecognized CE_BLEEDING token: 5Code: [Select][CE_BLEEDING:SEV:20000:PROB:100:BP:BY_TOKEN:ALL:START:5:PEAK:6:END:2500]
Tried BY_TOKEN as well as BY_CATEGORY... I don't know if that's the problem, but I just can't seem to get that stupid error to go away. The syntax I'm using SHOULD parse. Should.
b_detail_plan_insect_STL
[OBJECT:BODY_DETAIL_PLAN]
[BODY_DETAIL_PLAN:LIGHT_CHITIN_MATERIALS_STL]
[ADD_MATERIAL:CHITIN:LIGHT_CHITIN_TEMPLATE_STL]
[ADD_MATERIAL:MUSCLE:MUSCLE_TEMPLATE_HLG]
[ADD_MATERIAL:NERVE_TISSUE:NERVE_TISSUE_TEMPLATE_HLG]
[ADD_MATERIAL:ORGAN_TISSUE:ORGAN_TISSUE_TEMPLATE_HLG]
[ADD_MATERIAL:TENDON:TENDON_TEMPLATE_HLG]
[ADD_MATERIAL:HEMOLYMPH:HEMOLYMPH_TEMPLATE_STL]
[BODY_DETAIL_PLAN:LIGHT_CHITIN_TISSUES_STL]
[ADD_TISSUE:CHITIN:LIGHT_CHITIN_TEMPLATE_STL]
[ADD_TISSUE:MUSCLE:MUSCLE_TEMPLATE_HLG]
[ADD_TISSUE:NERVE_TISSUE:NERVE_TISSUE_TEMPLATE_HLG]
[ADD_TISSUE:ORGAN_TISSUE:ORGAN_TISSUE_TEMPLATE_HLG]
[ADD_TISSUE:HEART_TISSUE:INSECT_HEART_TEMPLATE_STL]
[BODY_DETAIL_PLAN:HEAVY_CHITIN_MATERIALS_STL]
[ADD_MATERIAL:CHITIN:HEAVY_CHITIN_TEMPLATE_STL]
[ADD_MATERIAL:MUSCLE:MUSCLE_TEMPLATE_HLG]
[ADD_MATERIAL:NERVE_TISSUE:NERVE_TISSUE_TEMPLATE_HLG]
[ADD_MATERIAL:ORGAN_TISSUE:ORGAN_TISSUE_TEMPLATE_HLG]
[ADD_MATERIAL:TENDON:TENDON_TEMPLATE_HLG]
[ADD_MATERIAL:HEMOLYMPH:HEMOLYMPH_TEMPLATE_STL]
[BODY_DETAIL_PLAN:HEAVY_CHITIN_TISSUES_STL]
[ADD_TISSUE:CHITIN:HEAVY_CHITIN_TEMPLATE_STL]
[ADD_TISSUE:MUSCLE:MUSCLE_TEMPLATE_HLG]
[ADD_TISSUE:NERVE_TISSUE:NERVE_TISSUE_TEMPLATE_HLG]
[ADD_TISSUE:ORGAN_TISSUE:ORGAN_TISSUE_TEMPLATE_HLG]
[ADD_TISSUE:HEART_TISSUE:INSECT_HEART_TEMPLATE_STL]
[BODY_DETAIL_PLAN:INSECT_LAYERS_STL]
[BP_LAYERS:BY_CATEGORY:BODY_UPPER:MUSCLE:100:CHITIN:55]
[BP_LAYERS:BY_CATEGORY:BODY_LOWER:MUSCLE:70:CHITIN:65]
[BP_LAYERS:BY_CATEGORY:HEAD:MUSCLE:40:CHITIN:65]
[BP_LAYERS:BY_CATEGORY:LEG:MUSCLE:70:CHITIN:55]
[BP_LAYERS:BY_CATEGORY:FOOT:MUSCLE:70:CHITIN:55]
[BP_LAYERS:BY_CATEGORY:HEART:HEART_TISSUE:75]
[BP_LAYERS:BY_CATEGORY:BRAIN:NERVE_TISSUE:100]
[BP_LAYERS:BY_CATEGORY:MAW:MUSCLE:70:CHITIN:25]
[BP_LAYERS:BY_CATEGORY:MANDIBLE:MUSCLE:20:CHITIN:40]
[BP_LAYERS:BY_CATEGORY:ANTENNAE:MUSCLE:20:CHITIN:20]
[BP_LAYERS:BY_CATEGORY:LOWER_ANTENNA:MUSCLE:20:CHITIN:20]
[BP_LAYERS:BY_CATEGORY:UPPER_ANTENNA:MUSCLE:20:CHITIN:20]
[BP_LAYERS:BY_CATEGORY:BOOK_LUNGS:ORGAN_TISSUE:100]
[BP_LAYERS:BY_CATEGORY:WINGS:CHITIN:15] Insect wings are actually flexible, movable outgrowths of the exoskeleton itself.
[BP_RELATION:BY_CATEGORY:BODY_LOWER:AROUND:BY_CATEGORY:HEART:100]
[BP_RELATION:BY_CATEGORY:HEAD:AROUND:BY_CATEGORY:BRAIN:100]
[BP_RELATION:BY_CATEGORY:BODY_LOWER:AROUND:BY_CATEGORY:BOOK_LUNGS:80] they open to the outside directly
[OBJECT:CREATURE_VARIATION]
The standard sting-bite attacks for bugs
[CREATURE_VARIATION:STING_STL]
[CV_NEW_TAG:ATTACK:STING:BODYPART:BY_CATEGORY:STINGER]
[CV_NEW_TAG:ATTACK_SKILL:STANCE_STRIKE]
[CV_NEW_TAG:ATTACK_VERB:sting:stings]
[CV_NEW_TAG:ATTACK_CONTACT_PERC:5]
[CV_NEW_TAG:ATTACK_PENETRATION_PERC:100]
[CV_NEW_TAG:ATTACK_FLAG_EDGE]
[CV_NEW_TAG:ATTACK_PRIORITY:MAIN]
[CV_NEW_TAG:ATTACK_VELOCITY_MODIFIER:400]
[CREATURE_VARIATION:BITE_MANDIBLE_STL]
[CV_NEW_TAG:ATTACK:BITE:BODYPART:BY_CATEGORY:MANDIBLE]
[CV_NEW_TAG:ATTACK_SKILL:BITE]
[CV_NEW_TAG:ATTACK_VERB:bite:bites]
[CV_NEW_TAG:ATTACK_CONTACT_PERC:10]
[CV_NEW_TAG:ATTACK_PENETRATION_PERC:500]
[CV_NEW_TAG:ATTACK_PRIORITY:SECOND]
[CV_NEW_TAG:ATTACK_FLAG_EDGE]
[CV_NEW_TAG:ATTACK_FLAG_CANLATCH]
[CREATURE_VARIATION:BITE_MAW_STL]
[CV_NEW_TAG:ATTACK:BITE:BODYPART:BY_CATEGORY:MAW]
[CV_NEW_TAG:ATTACK_SKILL:BITE]
[CV_NEW_TAG:ATTACK_VERB:bite:bites]
[CV_NEW_TAG:ATTACK_CONTACT_PERC:15]
[CV_NEW_TAG:ATTACK_PENETRATION_PERC:450]
[CV_NEW_TAG:ATTACK_PRIORITY:MAIN]
[CV_NEW_TAG:ATTACK_FLAG_EDGE]
[CV_NEW_TAG:ATTACK_FLAG_CANLATCH]
[CREATURE_VARIATION:IS_INSECT_STL]
[CV_NEW_TAG:NOBONES]
[CV_NEW_TAG:HAS_NERVES]
[CV_NEW_TAG:GETS_INFECTIONS_FROM_ROT]
[CV_NEW_TAG:GETS_WOUND_INFECTIONS]
[CV_NEW_TAG:NO_SLEEP]
[CV_NEW_TAG:BLOOD:LOCAL_CREATURE_MAT:HEMOLYMPH:LIQUID]
[CV_NEW_TAG:GENERAL_BABY_NAME:larva:larvae]
[CV_NEW_TAG:CREATURE_CLASS:ALL]
[CV_NEW_TAG:CREATURE_CLASS:INSECT]
[CV_NEW_TAG:CREATURE_CLASS:INVERTEBRATE]
[CREATURE:WATER_STRIDER_STL]
[NAME:water strider:water striders:water strider]
[CREATURE_TILE:'S'][COLOR:6:0:0]
[DESCRIPTION:A roughly wolf-sized, aquatic arachnid with the disturbing ability to breath air. It has a deadly stinger and a large maw on the underside of its cephalothorax, and prefers fresh meat.]
[PREFSTRING:strength]
[ALL_ACTIVE]
[CREATURE_CLASS:ALL]
[CREATURE_CLASS:ARTHROPOD][CREATURE_CLASS:INVERTEBRATE]
[LARGE_PREDATOR][CARNIVORE]
[MUNDANE][CARNIVORE][CHILD:3]
[BODY_SIZE:24500]
[BODY_SIZE:0:0:8166]
[BODY_SIZE:5:0:24500]
[BODY:4LEG_ARACHNID_STL:MAW_STL:STINGER_STL:CYCLOPS_STL:BOOK_LUNGS_STL:BRAIN_STL:HEART_ABDOMEN_STL]
[SWIMS_INNATE][SWIM_SPEED:4000]
[AMPHIBIOUS]
[CLUSTER_NUMBER:3:5][FREQUENCY:35]
[BODY_DETAIL_PLAN:LIGHT_CHITIN_MATERIALS_STL]
[BODY_DETAIL_PLAN:LIGHT_CHITIN_TISSUES_STL]
[BODY_DETAIL_PLAN:INSECT_LAYERS_STL]
[APPLY_CREATURE_VARIATION:BITE_MAW_STL]
[APPLY_CREATURE_VARIATION:STING_STL]
[APPLY_CREATURE_VARIATION:IS_INSECT_STL]
[APPLY_CREATURE_VARIATION:APPEARANCE_VARIABILITY_BODYSIZE_HLG]
[CASTE:FEMALE]
[FEMALE]
[BODY_SIZE:7:35500]
[CASTE:MALE]
[MALE]
[MATERIAL_TEMPLATE:HEMOLYMPH_TEMPLATE_STL] Hemolymph - the gray stuff that fills bugs' insides. "Ichor" - ha! I defy thee, Toady. Name it right.
[STATE_COLOR:ALL_SOLID:GRAY]
[STATE_NAME:ALL_SOLID:frozen hemolymph]
[STATE_ADJ:ALL_SOLID:frozen hemolymph]
[STATE_COLOR:LIQUID:BLUE]
[STATE_NAME:LIQUID:hemolymph]
[STATE_ADJ:LIQUID:hemolyph]
[STATE_COLOR:GAS:BLUE]
[STATE_NAME:GAS:spattering hemolymph]
[STATE_ADJ:GAS:spattering hemolymph]
[DISPLAY_COLOR:3:0:0]
[SPEC_HEAT:1000]
[MELTING_POINT:10000]
[BOILING_POINT:10180]
[HEATDAM_POINT:10100]
[COLDDAM_POINT:8950] Lower colddam point because hemolymph confers some protection against freezing. Hopefully this will do something.
[LIQUID_DENSITY:1010]
[MAX_EDGE:0]
[IMPLIES_ANIMAL_KILL]
[ROTS]
[BLOOD_MAP_DESCRIPTOR]
[SYNDROME]
[SYN_NAME:water strider sting]
[SYN_AFFECTED_CLASS:ALL]
[SYN_IMMUNE_CREATURE:WATER_STRIDER_STL:ALL]
[SYN_INJECTED]
[CE_NUMBNESS:SEV:100:PROB:100:RESISTABLE:LOCALIZED:START:0:PEAK:60:END:600]
[CE_IMPAIR_FUNCTION:SEV:100:PROB:100:RESISTABLE:LOCALIZED:START:5:PEAK:80:END:600]
[CE_PAIN:SEV:70:PROB:100:RESISTABLE:LOCALIZED:START:600:PEAK:800:END:1500]
[CREATURE:VESPULA_STL]
[NAME:vespula:vespulae:vespula]
[CASTE_NAME:vespula:vespulae:vespula]
[CREATURE_TILE:'V'][COLOR:6:0:1]
[DESCRIPTION:A swarming, omnivorous species of giant wasplike organisms. Their numbers and painful stings make them a foe to beware.]
[BODY_SIZE:16500]
[BODY_SIZE:0:0:4000]
[BODY_SIZE:2:0:16500]
[CLUSTER_NUMBER:15:25][FREQUENCY:30]
[ALL_ACTIVE]
[CREATURE_CLASS:ALL][CREATURE_CLASS:ARTHROPOD][CREATURE_CLASS:INVERTEBRATE]
[LARGE_ROAMING][MUNDANE]
[BIOME:NOT_FREEZING]
[BODY_DETAIL_PLAN:LIGHT_CHITIN_MATERIALS_STL]
[BODY_DETAIL_PLAN:LIGHT_CHITIN_TISSUES_STL]
[BODY_DETAIL_PLAN:INSECT_LAYERS_STL]
[APPLY_CREATURE_VARIATION:BITE_MAW_STL]
[APPLY_CREATURE_VARIATION:STING_INJECTION_STL]
[APPLY_CREATURE_VARIATION:IS_INSECT_STL]
[APPLY_CREATURE_VARIATION:APPEARANCE_VARIABILITY_BODYSIZE_HLG]
[BODY:BASIC_INSECT_STL:ANT_TENNAE_STL:WINGS_STL:MANDIBLES_STL:STINGER_STL:4EYES_STL:BOOK_LUNGS_STL:BRAIN_STL:HEART_ABDOMEN_STL]
[BLOOD:LOCAL_CREATURE_MAT:HEMOLYMPH:LIQUID]
[USE_MATERIAL_TEMPLATE:POISON:INSECT_POISON_TEMPLATE_STL]
[STATE_NAME:ALL_SOLID:frozen vespula venom]
[STATE_ADJ:ALL_SOLID:frozen vespula venom]
[STATE_NAME:LIQUID:vespula venom]
[STATE_ADJ:LIQUID:vespula venom]
[STATE_NAME:GAS:boiling vespula venom]
[STATE_ADJ:GAS:boiling vespula venom]
[PREFIX:NONE]
[ENTERS_BLOOD]
[SYNDROME]
[SYN_NAME:vespula sting]
[SYN_AFFECTED_CLASS:ALL]
[SYN_IMMUNE_CREATURE:VESPULA_STL:ALL]
[SYN_INJECTED]
[CE_IMPAIR_FUNCTION:SEV:100:PROB:50:RESISTABLE:LOCALIZED:START:5:PEAK:80:END:600]
[CE_PAIN:SEV:100:PROB:100:RESISTABLE:LOCALIZED:START:0:PEAK:60:END:1800]
[CE_SWELLING:SEV:70:PROB:100:RESISTABLE:LOCALIZED:START:0:PEAK:60:END:2400]
[CASTE:FEMALE]
[FEMALE]
[CASTE:MALE]
[MALE]
*** Error(s) found in the file "raw/objects/material_template_organic_STL.txt"
HEMOLYMPH_TEMPLATE_STLUnrecognized Material Template Token: MATERIAL
*** Error(s) found in the file "raw/objects/creature_insects_wild_STL.txt"
VESPULA_STL:Body Token Recognized But Could Not Connect: ANT_TENNAE_STL
VESPULA_STL:Body Token Recognized But Could Not Connect: MANDIBLES_STL
VESPULA_STL:Body Token Recognized But Could Not Connect: 4EYES_STL
VESPULA_STL:Body Token Recognized But Could Not Connect: BRAIN_STL
VESPULA_STL:Attack BITE seems to have correct format but could not find proper BPs in any caste, so not added
*** Error(s) finalizing the creature WATER_STRIDER_STL
WATER_STRIDER_STL:FEMALE:eye: No tissue thickness
WATER_STRIDER_STL:FEMALE:heart, layer 1: Tissue HEART_TISSUE was not found, using first tissue instead
WATER_STRIDER_STL:MALE:eye: No tissue thickness
WATER_STRIDER_STL:MALE:heart, layer 1: Tissue HEART_TISSUE was not found, using first tissue instead
*** Error(s) finalizing the creature VESPULA_STL
VESPULA_STL:FEMALE:right hindleg: No tissue thickness
VESPULA_STL:FEMALE:heart, layer 1: Tissue HEART_TISSUE was not found, using first tissue instead
VESPULA_STL:MALE:right hindleg: No tissue thickness
VESPULA_STL:MALE:heart, layer 1: Tissue HEART_TISSUE was not found, using first tissue instead
Cannot generate random creatures -- missing body gloss RCP_GLOSS_PAW
*** Error(s) found in the file "raw/objects/material_template_organic_STL.txt"
HEMOLYMPH_TEMPLATE_STLUnrecognized Material Template Token: MATERIAL
*** Error(s) found in the file "raw/objects/creature_insects_wild_STL.txt"
VESPULA_STL:Body Token Recognized But Could Not Connect: ANT_TENNAE_STL
VESPULA_STL:Body Token Recognized But Could Not Connect: MANDIBLES_STL
VESPULA_STL:Body Token Recognized But Could Not Connect: 4EYES_STL
VESPULA_STL:Body Token Recognized But Could Not Connect: BRAIN_STL
VESPULA_STL:Attack BITE seems to have correct format but could not find proper BPs in any caste, so not added
*** Error(s) finalizing the creature WATER_STRIDER_STL
WATER_STRIDER_STL:FEMALE:eye: No tissue thickness
WATER_STRIDER_STL:FEMALE:heart, layer 1: Tissue HEART_TISSUE was not found, using first tissue instead
WATER_STRIDER_STL:MALE:eye: No tissue thickness
WATER_STRIDER_STL:MALE:heart, layer 1: Tissue HEART_TISSUE was not found, using first tissue instead
*** Error(s) finalizing the creature VESPULA_STL
VESPULA_STL:FEMALE:right hindleg: No tissue thickness
VESPULA_STL:FEMALE:heart, layer 1: Tissue HEART_TISSUE was not found, using first tissue instead
VESPULA_STL:MALE:right hindleg: No tissue thickness
VESPULA_STL:MALE:heart, layer 1: Tissue HEART_TISSUE was not found, using first tissue instead
If we don't get takers, then it's up to BFEL to demonstrate his additions.
If we don't get takers, then it's up to BFEL to demonstrate his additions.
OH GODDAMN FUCKBUCKETS
If we don't get takers, then it's up to BFEL to demonstrate his additions.
OH GODDAMN FUCKBUCKETS
Isn't it a bit much, to have common roving wild animals stronger than megabeasts?
Isn't it a bit much, to have common roving wild animals stronger than megabeasts?
creature_underground_laularu
[OBJECT:CREATURE]
[CREATURE:PALE_RIDER]
[DESCRIPTION:A hellish beast composed of molten stone. The source of their power and life force is an incredibly hot stone at their core. They were once fearsome reapers who have since fallen out of favor with the gods and are cursed to wander the underworld forever.]
[NAME:pale rider:pale riders:pale rider]
[CASTE_NAME:pale rider:pale riders:pale riders]
[PREFSTRING:magmaline cores]
[PREFSTRING:extreme heat]
[CREATURE_TILE:'R'][COLOR:4:0:1]
[CREATURE_CLASS:ALL][CREATURE_CLASS:HUMANOID][CREATURE_CLASS:ELEMENTAL]
[LITTERSIZE:1:3][BABY:1][CHILD:2][HOMEOTHERM:12500]
[GENERAL_CHILD_NAME:halfling child:halfling children]
[FIREIMMUNE_SUPER][LIKES_FIGHTING][MAGMA_VISION]
[IMMOLATE]
[FANCIFUL]
[LARGE_ROAMING]
[BIOME:SUBTERRANEAN_LAVA]
[UNDERGROUND_DEPTH:3:4]
[FREQUENCY:1][DIFFICULTY:2]
[POPULATION_NUMBER:25:100]
[NOPAIN][EXTRAVISION][NOBREATHE][NOSTUN][NONAUSEA][NOEMOTION]
[NOTHOUGHT][NOEXERT]
[NO_DIZZINESS]
[NO_FEVERS]
[FIXED_TEMP:12500]
[BUILDINGDESTROYER:2]
[LARGE_PREDATOR]
[NO_DRINK][NO_EAT][NO_SLEEP]
[NOT_LIVING]
[CANOPENDOORS]
[NOT_BUTCHERABLE]
[NOFEAR]
[PREFSTRING:flowing movement]
[NOBONES]
####################################################################################### Needs to be totally overhauled so it's not vanilla anymore (EDIT needs to be fixed now, is no longer vanilla)
[BODY:HUMANOID_ELEMENTAL_LKR:ELEMENT_CORE_LKR]
[NO_THOUGHT_CENTER_FOR_MOVEMENT]
[TISSUE:MAGMA]
[TISSUE_NAME:magma:NP]
[TISSUE_MATERIAL:INORGANIC:ROCK_HLG]
[TISSUE_MAT_STATE:LIQUID]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:20]
[HEALING_RATE:85]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:ALL:MAGMA]
[TISSUE:CORE]
[TISSUE_NAME:magmaline core:NP]
[TISSUE_MATERIAL:INORGANIC:MAGMALINE_LKR]
[TISSUE_MAT_STATE:SOLID]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:1]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:ELEMENT_CORE:CORE]
#####################################################################################
[BODY_SIZE:0:0:70000]
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[APPLY_CREATURE_VARIATION:PUNCH_HLG]
[APPLY_CREATURE_VARIATION:KICK_HLG]
[ITEMCORPSE:STONE:NO_SUBTYPE:INORGANIC:MAGMALINE_LKR]
[ALL_ACTIVE]
[SWIMS_INNATE][SWIM_SPEED:2500]
[SELECT_MATERIAL:ALL]
[MELTING_POINT:55000]
[BOILING_POINT:57500]
[IGNITE_POINT:NONE]
[HEATDAM_POINT:NONE]
[COLDDAM_POINT:NONE]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:6]
[CDI:USAGE_HINT:ATTACK]
[CDI:ADV_NAME:breathe solar fire]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:100]
[CDI:VERB:shoot a jet of solar fire:shoots a jet of solar fire:shoots a jet of solar fire]
[CDI:BP_REQUIRED:ELEMENT_CORE_LKR]
[CDI:FLOW:DRAGONFIRE]
[CASTE:FEMALE][FEMALE]
[CASTE:MALE][MALE]
[BODY:HUMANOID_ELEMENTAL_LKR]
[BP:TORSO:torso:STP][UPPERBODY][CATEGORY:TORSO]
[DEFAULT_RELSIZE:1200]
[BP:ABDOMEN:abdomen:STP][CON:TORSO][LOWERBODY][CATEGORY:ABDOMEN]
[DEFAULT_RELSIZE:800]
[BP:HEAD:head:STP][CON:TORSO][HEAD][CATEGORY:HEAD]
[DEFAULT_RELSIZE:400]
[BP:FACE:face:STP][CON:HEAD][SMALL][CATEGORY:FACE]
[DEFAULT_RELSIZE:200]
[BP:REYE:right eye:STP][CON:FACE][SIGHT][EMBEDDED][SMALL][RIGHT][CATEGORY:EYE] ##used DF's bp so maybe glow will work
[DEFAULT_RELSIZE:10]
[BP:LEYE:left eye:STP][CON:FACE][SIGHT][EMBEDDED][SMALL][LEFT][CATEGORY:EYE]
[DEFAULT_RELSIZE:10]
[BP:NOSE:nose:STP][CON:FACE][SMELL][SMALL][CATEGORY:NOSE]
[DEFAULT_RELSIZE:10]
[BP:MOUTH:mouth:STP][CON:FACE][MOUTH][INTERNAL][SMALL][APERTURE][CATEGORY:MOUTH]
[DEFAULT_RELSIZE:40]
[BP:RARM:right arm:STP][CON:TORSO][LIMB][RIGHT][CATEGORY:ARM]
[DEFAULT_RELSIZE:600]
[BP:LARM:left arm:STP][CON:TORSO][LIMB][LEFT][CATEGORY:ARM]
[DEFAULT_RELSIZE:600]
[BP:RHAND:right hand:STP][CON:RARM][GRASP][RIGHT][CATEGORY:HAND]
[DEFAULT_RELSIZE:100]
[BP:LHAND:left hand:STP][CON:LARM][GRASP][LEFT][CATEGORY:HAND]
[DEFAULT_RELSIZE:100]
[BP:RLEG:right leg:STP][CON:ABDOMEN][LIMB][RIGHT][CATEGORY:LEG]
[DEFAULT_RELSIZE:1000]
[BP:LLEG:left leg:STP][CON:ABDOMEN][LIMB][LEFT][CATEGORY:LEG]
[DEFAULT_RELSIZE:1000]
[BP:RFOOT:right foot:right feet][CON:RLEG][STANCE][RIGHT][CATEGORY:FOOT]
[DEFAULT_RELSIZE:120]
[BP:LFOOT:left foot:left feet][CON:LLEG][STANCE][LEFT][CATEGORY:FOOT]
[DEFAULT_RELSIZE:120]
[BODY:ELEMENT_CORE_LKR]
[BP:ELEMENT_CORE:elemental core:STP][CON:TORSO][SMALL][INTERNAL][CATEGORY:ELEMENT_CORE]
[DEFAULT_RELSIZE:75]
And now for some less terrifying things!
[CREATURE:PACK_BEETLE_STL]
[NAME:pack beetle:pack beetles:pack beetle]
[CASTE_NAME:pack beetle:pack beetles:pack beetle]
[CREATURE_TILE:'B'][COLOR:1:0:0]
[DESCRIPTION:A typically docile, large beetle, used as a pack animal by merchants due to its impressive endurance.]
[PREFSTRING:unyielding persistence][PREFSTRING:stubbornness and tenacity]
[BODY_SIZE:2495000]
[BODY_SIZE:0:0:166333]
[BODY_SIZE:1:0:499000]
[BODY_SIZE:2:180:1497000]
[BODY_SIZE:4:0:2495000]
[BODY:BEETLE_BASE_STL:ANTENNAE_STL:MANDIBLES_STL:BEETLE_WINGS_STL:2EYES_STL:BRAIN_STL:HEART_ABDOMEN_STL]
[CLUSTER_NUMBER:4:6][FREQUENCY:40]
[ALL_ACTIVE]
[CREATURE_CLASS:ALL][CREATURE_CLASS:ARTHROPOD][CREATURE_CLASS:INVERTEBRATE]
[LARGE_ROAMING][MUNDANE][CHILD:3][NATURAL][COMMON_DOMESTIC]
[BIOME:NOT_FREEZING][POPULATION_NUMBER:9000:13000]
[GRAZER:120]
[SWIMS_INNATE][SWIM_SPEED:2500]
[PET][PACK_ANIMAL][WAGON_PULLER]
[BODY_DETAIL_PLAN:LIGHT_CHITIN_MATERIALS_STL]
[BODY_DETAIL_PLAN:LIGHT_CHITIN_TISSUES_STL]
[BODY_DETAIL_PLAN:INSECT_LAYERS_STL]
[BODY_DETAIL_PLAN:INSECT_POSITIONS_STL]
[APPLY_CREATURE_VARIATION:BITE_MANDIBLE_STL]
[APPLY_CREATURE_VARIATION:STING_INJECTION_STL]
[APPLY_CREATURE_VARIATION:IS_INSECT_STL]
[APPLY_CREATURE_VARIATION:APPEARANCE_VARIABILITY_BODYSIZE_HLG]
[CASTE:FEMALE]
[FEMALE]
[CASTE:MALE]
[MALE]
[CREATURE:BOMBUS_STL]
[NAME:bombus:bombuses:bombus]
[CASTE_NAME:bombus:bombuses:bombus]
[CREATURE_TILE:'b'][COLOR:6:0:1]
[DESCRIPTION: A large, landbound beelike insect with a long wooly coat.]
[PREFSTRING:wooly coats][PREFSTRING:adorable features, and wants you to stop laughing]
[BODY:BASIC_INSECT_STL:WINGS_STL:STINGER_STL:2EYES_STL:BOOK_LUNGS_STL:BRAIN_STL:HEART_ABDOMEN_STL:MANDIBLES_STL]
[BODY_SIZE:635000]
[BODY_SIZE:0:0:79375]
[BODY_SIZE:2:0:158750]
[BODY_SIZE:4:0:317500]
[BODY_SIZE:6:0:635000]
[CHILD:5]
[LARGE_ROAMING][PET][ALL_ACTIVE]
[BIOME:NOT_FREEZING][MUNDANE][NATURAL][COMMON_DOMESTIC]
[CLUSTER_NUMBER:4:7][POPULATION_NUMBER:4000:7000]
[BODY_DETAIL_PLAN:LIGHT_CHITIN_MATERIALS_STL]
[BODY_DETAIL_PLAN:LIGHT_CHITIN_TISSUES_STL]
[BODY_DETAIL_PLAN:INSECT_LAYERS_STL]
[BODY_DETAIL_PLAN:INSECT_POSITIONS_STL]
[BODY_DETAIL_PLAN:FLUFFY_BUG_STL]
[APPLY_CREATURE_VARIATION:BITE_MANDIBLE_STL]
[APPLY_CREATURE_VARIATION:STING_STL]
[APPLY_CREATURE_VARIATION:IS_INSECT_STL]
[APPLY_CREATURE_VARIATION:APPEARANCE_VARIABILITY_BODYSIZE_HLG]
[CASTE:FEMALE]
[FEMALE]
[CASTE:MALE]
[MALE]
[SELECT_CASTE:ALL] copied wholesale from sheep, then tweaked slightly.
[SET_TL_GROUP:BY_CATEGORY:ALL:WOOL]
[TL_COLOR_MODIFIER:YELLOW:1]
[TLCM_NOUN:fuzz:SINGULAR]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:0:0:0:0:0:0:0]
[APP_MOD_NOUN:fuzz: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]
And the latest two insectile beasties to emerge from the divine forge, whose operator seems to have finally stumbled into competence (no glaring, species-extinct-at-birth errors! Hooray!). The Bombus is a fuzzy giant bumblebee who can be sheared to make fuzzy woolen sweaters for the hobbits. The Pack Beetle is a beetle the size of a rhino that can be employed to lug all the shit we haven't gotten around to modding in around. These are the first two things I've made that don't have the sole intent to make life a buzzing hell for the natives.
Up next will be the glorious Vermin Hunter we've all needed - a lovely, slightly oversized version of the venerable Goliath Bird-Eating Spider.
[CREATURE:THERAPHOSA_STL]
[NAME:theraphosa:theraphosae:theraphosa]
[CASTE_NAME:theraphosa:theraphosae:theraphosa]
[CREATURE_TILE:'T'][COLOR:6:0:0]
[DESCRIPTION:A mid-sized, tame tarantula, valued for its diet, which consists almost solely of pests.]
[PREFSTRING:vigilance][PREFSTRING:ability to eat vermin]
[BODY:BASIC_ARACHNID_STL:4EYES_STL:MANDIBLES_STL:BOOK_LUNGS_STL:BRAIN_STL:HEART_ABDOMEN_STL]
[BODY_SIZE:70000]
[BODY_SIZE:0:0:23333]
[BODY_SIZE:2:0:70000]
[CHILD:2]
[VERMINHUNTER]
[CREATURE_CLASS:ALL][CREATURE_CLASS:INVERTEBRATE][CREATURE_CLASS:ARTHROPOD]
[PET][COMMON_DOMESTIC][MUNDANE]
[BODY_DETAIL_PLAN:LIGHT_CHITIN_MATERIALS_STL]
[BODY_DETAIL_PLAN:LIGHT_CHITIN_TISSUES_STL]
[BODY_DETAIL_PLAN:INSECT_LAYERS_STL]
[BODY_DETAIL_PLAN:INSECT_POSITIONS_STL]
[APPLY_CREATURE_VARIATION:BITE_MANDIBLE_INJECTION_STL]
[APPLY_CREATURE_VARIATION:IS_INSECT_STL]
[APPLY_CREATURE_VARIATION:APPEARANCE_VARIABILITY_BODYSIZE_HLG]
[BLOOD:LOCAL_CREATURE_MAT:HEMOLYMPH:LIQUID]
[CASTE:FEMALE]
[FEMALE]
[CASTE:MALE]
[MALE]
[USE_MATERIAL_TEMPLATE:POISON:INSECT_POISON_TEMPLATE_STL]
[STATE_NAME:ALL_SOLID:frozen theraphosa venom]
[STATE_ADJ:ALL_SOLID:frozen theraphosa venom]
[STATE_NAME:LIQUID:theraphosa venom]
[STATE_ADJ:LIQUID:theraphosa venom]
[STATE_NAME:GAS:boiling theraphosa venom]
[STATE_ADJ:GAS:boiling theraphosa venom]
[PREFIX:NONE]
[ENTERS_BLOOD]
[SYNDROME]
[SYN_NAME:theraphosa bite
[SYN_AFFECTED_CLASS:ALL]
[SYN_IMMUNE_CREATURE:THERAPHOSA_STL:ALL]
[SYN_INJECTED]
[CE_PAIN:SEV:50:PROB:100:RESISTABLE:LOCALIZED:START:0:PEAK:60:END:300]
[CE_SWELLING:SEV:30:PROB:100:RESISTABLE:LOCALIZED:START:5:PEAK:90:END:1800]
On that note, anybody care to tell me wtf is wrong with the Pale Rider? Because it REALLY shouldn't be having those problems... I do NOT want to have to define a specific material template for it, instead of just telling it to use the generic rock like I'm trying. It doesn't like me giving it dragonfire immunity.
Feel happy you don't have to come up against the Vespulae. In a group of 5, they killed a megabeast.
[USE_MATERIAL_TEMPLATE:LIVING_MAGMA:STONE_TEMPLATE_HLG]
[TISSUE:MAGMA]
[TISSUE_NAME:magma:NP]
[TISSUE_MATERIAL:LIVING_MAGMA]
[TISSUE_MAT_STATE:LIQUID]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:20]
[HEALING_RATE:85]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:ALL:MAGMA]
K. I think there's something wrong with the treelord. Namely, it is incredibly resistant to just dying, probably more than is intentional considering 30 halflings, some with axes and some with bows, simply could not take ONE treelord down.
Suggested fix: Make treelords actually have sap as blood as is probably intended anyway, so they can bleed out if enough of their tissue is damaged. This makes a bunch of people with axes able to kill them.
[BLOOD:LOCAL_CREATURE_MAT:SAP:LIQUID]
There's still the issue of treelord bleeding sap, bark, layer sap and even body parts being called "skin" or "molten skin". This is caused by the malformed token [ADD_MATERIAL:WOOD:ELFWOOD] in b_detail_plan_bfel. What you mean is [ADD_MATERIAL:ELFWOOD:ELFWOOD_TEMPLATE_BFEL] and that makes them tree materials again.
Frankly I'm a little miffed that I have to be finding and fixing this stuff since these problems were 9001% obvious if you ever put a treelord in an arena.
KK. My bad I guess. They are crazy hard to kill even if they can die from tissue damage though, they don't need to be mobile giant sponges. :P
Considering they have UTTERANCES, they are ALWAYS at war with you. They make up 20% of elf population IIRC, and sieges do bring dozens of creatures - you will see them.
PM'd sculleywr about playing.
[CREATURE:APHIDIDA_STL]
[NAME:aphidida:aphididae:aphidida]
[CASTE_NAME:aphidida:aphididae:aphidida]
[CREATURE_TILE:'A'][COLOR:2:0:1]
[DESCRIPTION:A large aphidlike creature, domesticated and tamed for its valued ability to produce the liquid honeydew.]
[PREFSTRING:delicious excrement][PREFSTRING:bulbous appearance]
[BODY:BEETLE_BASE_STL:2EYES_STL:BRAIN_STL:HEART_ABDOMEN_STL:BOOK_LUNGS_STL:PROBOSCIS_STL:ANTENNAE_STL]
[BODY_SIZE:70000]
[BODY_SIZE:0:0:14000]
[BODY_SIZE:2:0:23333]
[BODY_SIZE:5:0:70000]
[CHILD:3]
[GRAZER:100]
[PET][COMMON_DOMESTIC][MUNDANE]
[CREATURE_CLASS:ALL][CREATURE_CLASS:ARTHROPOD][CREATURE_CLASS:INVERTEBRATE]
[BIOME:ANY_FOREST][CLUSTER_NUMBER:3:7][POPULATION_NUMBER:4000:6000]
[LARGE_ROAMING][FLEEQUICK]
[BODY_DETAIL_PLAN:LIGHT_CHITIN_MATERIALS_STL]
[BODY_DETAIL_PLAN:LIGHT_CHITIN_TISSUES_STL]
[BODY_DETAIL_PLAN:INSECT_LAYERS_STL]
[BODY_DETAIL_PLAN:INSECT_POSITIONS_STL]
[APPLY_CREATURE_VARIATION:BITE_PROBOSCIS_SUCK_STL]
[APPLY_CREATURE_VARIATION:IS_INSECT_STL]
[APPLY_CREATURE_VARIATION:APPEARANCE_VARIABILITY_BODYSIZE_HLG]
[BLOOD:LOCAL_CREATURE_MAT:HEMOLYMPH:LIQUID]
[USE_MATERIAL_TEMPLATE:HONEYDEW:ANIMAL_LIQUID_TEMPLATE_STL]
[STATE_NAME:ALL_SOLID:frozen honeydew]
[STATE_ADJ:ALL_SOLID:frozen honeydew]
[STATE_NAME:LIQUID:honeydew]
[STATE_ADJ:LIQUID:honeydew]
[STATE_NAME:GAS:boiling honeydew]
[STATE_ADJ:GAS:boiling honeydew]
[PREFIX:NONE]
[MILKABLE:LOCAL_CREATURE_MAT:HONEYDEW:9600] Both can be milked, as honeydew is basically aphid poop, and both sexes produce excrement.
[CASTE:FEMALE]
[FEMALE]
[CASTE:MALE]
[MALE]
[REACTION:BREW_HONEYWINE]
[NAME:brew honeywine]
[BUILDING:STILL:CUSTOM_M]
[REAGENT:A:30:LIQUID_MISC:NONE:CREATURE_MAT:APHIDIDA_STL:HONEYDEW][UNROTTEN]
[REAGENT:A_HOLDER:1:NONE:NONE:NONE:NONE][CONTAINS:A][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:B_HOLDER:1:NONE:NONE:NONE:NONE][EMPTY][FOOD_STORAGE_CONTAINER][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:5:DRINK:NONE:GET_MATERIAL_FROM_REAGENT:A:DRINK_MAT][PRODUCT_TO_CONTAINER:B_HOLDER][PRODUCT_DIMENSION:150]
[SKILL:BREWING]
[CREATURE:SALTICIDA_STL]
[NAME:salticida:salticidae:salticida]
[CASTE_NAME:salticida:salticidae:salticida]
[CREATURE_TILE:'S'][COLOR:2:0:0]
[DESCRIPTION:A wolf-sized spider of the forest. It tends to hunt in packs and spins thick webs to trap prey.]
[PREFSTRING:silken webs][PREFSTRING:terrifying features]
[BODY:BASIC_ARACHNID_STL:4EYES_STL:MANDIBLES_STL:BOOK_LUNGS_STL:BRAIN_STL:HEART_ABDOMEN_STL]
[BODY_SIZE:44000]
[BODY_SIZE:0:0:11000]
[BODY_SIZE:1:0:22000]
[BODY_SIZE:2:0:44000]
[CHILD:1]
[PET_EXOTIC][MUNDANE][LIKES_FIGHTING]
[CREATURE_CLASS:ALL][CREATURE_CLASS:ARTHROPOD][CREATURE_CLASS:INVERTEBRATE]
[BIOME:ANY_FOREST][CLUSTER_NUMBER:4:5][POPULATION_NUMBER:400:1000]
[BODY_DETAIL_PLAN:LIGHT_CHITIN_MATERIALS_STL]
[BODY_DETAIL_PLAN:LIGHT_CHITIN_TISSUES_STL]
[BODY_DETAIL_PLAN:INSECT_LAYERS_STL]
[BODY_DETAIL_PLAN:INSECT_POSITIONS_STL]
[BODYGLOSS:CHELICERAE_STL]
[APPLY_CREATURE_VARIATION:BITE_MANDIBLE_INJECTION_STL]
[APPLY_CREATURE_VARIATION:IS_INSECT_STL]
[APPLY_CREATURE_VARIATION:APPEARANCE_VARIABILITY_BODYSIZE_HLG]
[BLOOD:LOCAL_CREATURE_MAT:HEMOLYMPH:LIQUID]
[USE_MATERIAL_TEMPLATE:SILK:SPIDER_SILK_TEMPLATE_STL]
[STATE_NAME:ALL_SOLID:silk]
[STATE_ADJ:ALL_SOLID:silk]
[STATE_NAME:LIQUID:unset silk]
[STATE_ADJ:LIQUID:unset silk]
[STATE_NAME:GAS:ash]
[STATE_ADJ:GAS:ash]
[PREFIX:NONE]
[WEBBER:LOCAL_CREATURE_MAT:SILK][THICKWEB][WEBIMMUNE]
[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:60]
[CASTE:FEMALE]
[FEMALE]
[CASTE:MALE]
[MALE]
[USE_MATERIAL_TEMPLATE:POISON:INSECT_POISON_TEMPLATE_STL]
[STATE_NAME:ALL_SOLID:frozen salticida venom]
[STATE_ADJ:ALL_SOLID:frozen salticida venom]
[STATE_NAME:LIQUID:salticida venom]
[STATE_ADJ:LIQUID:salticida venom]
[STATE_NAME:GAS:boiling salticida venom]
[STATE_ADJ:GAS:boiling salticida venom]
[PREFIX:NONE]
[ENTERS_BLOOD]
[SYNDROME]
[SYN_NAME:salticida bite]
[SYN_AFFECTED_CLASS:ALL]
[SYN_IMMUNE_CREATURE:SALTICIDA_STL:ALL]
[SYN_INJECTED]
[CE_PAIN:SEV:50:PROB:100:RESISTABLE:LOCALIZED:START:0:PEAK:60:END:300]
[CE_NECROSIS:SEV:50:PROB:100:RESISTABLE:LOCALIZED:START:40:PEAK:120]
[CREATURE:AASIAAT_STL]
[NAME:aasiaat:aasiaat:aasiaat]
[CASTE_NAME:aasiaat:aasiaat:aasiaat]
[CREATURE_TILE:'S'][COLOR:3:0:1]
[DESCRIPTION:A large spider native to the colder regions of the world, and adept in using its environment for ambush. Its icy venom inflicts damage similar to frostbite.]
[PREFSTRING:icy gaze]
[BODY:BASIC_ARACHNID_STL:4EYES_STL:MANDIBLES_STL:BOOK_LUNGS_STL:BRAIN_STL:HEART_ABDOMEN_STL]
[BODY_SIZE:66000]
[BODY_SIZE:0:0:16500]
[BODY_SIZE:1:0:33000]
[BODY_SIZE:2:0:66000]
[CHILD:1]
[BIOME:GLACIER][BIOME:TUNDRA]
[PET_EXOTIC][MUNDANE][LIKES_FIGHTING]
[CREATURE_CLASS:ALL][CREATURE_CLASS:ARTHROPOD][CREATURE_CLASS:INVERTEBRATE]
[CLUSTER_NUMBER:4:6][POPULATION_NUMBER:600:2000]
[BODY_DETAIL_PLAN:LIGHT_CHITIN_MATERIALS_STL]
[BODY_DETAIL_PLAN:LIGHT_CHITIN_TISSUES_STL]
[BODY_DETAIL_PLAN:INSECT_LAYERS_STL]
[BODY_DETAIL_PLAN:INSECT_POSITIONS_STL]
[BODYGLOSS:CHELICERAE_STL]
[APPLY_CREATURE_VARIATION:BITE_MANDIBLE_INJECTION_STL]
[APPLY_CREATURE_VARIATION:IS_INSECT_STL]
[APPLY_CREATURE_VARIATION:APPEARANCE_VARIABILITY_BODYSIZE_HLG]
[BLOOD:LOCAL_CREATURE_MAT:HEMOLYMPH:LIQUID]
[CASTE:FEMALE]
[FEMALE]
[CASTE:MALE]
[MALE]
[USE_MATERIAL_TEMPLATE:POISON:INSECT_POISON_TEMPLATE_STL]
[STATE_NAME:ALL_SOLID:frozen aasiaat venom]
[STATE_ADJ:ALL_SOLID:frozen aasiaat venom]
[STATE_NAME:LIQUID:aasiaat venom]
[STATE_ADJ:LIQUID:aasiaat venom]
[STATE_NAME:GAS:boiling aasiaat venom]
[STATE_ADJ:GAS:boiling aasiaat venom]
[PREFIX:NONE]
[ENTERS_BLOOD]
[SYNDROME]
[SYN_NAME:aasiaat bite]
[SYN_AFFECTED_CLASS:ALL]
[SYN_IMMUNE_CREATURE:AASIAAT_STL:ALL]
[SYN_INJECTED]
[CE_PAIN:SEV:60:PROB:100:RESISTABLE:LOCALIZED:START:0:PEAK:60:END:7200]
[CE_NECROSIS:SEV:60:PROB:60:LOCALIZED:START:2400:PEAK:3600:END:7000]
[CE_BLISTERS:SEV:50:PROB:100:RESISTABLE:LOCALIZED:START:60:PEAK:120:END:2400]
[CE_NUMBNESS:SEV:80:PROB:70:RESISTABLE:LOCALIZED:START:5:PEAK:1200:END:2400]
[CREATURE:NEPHILA]
[NAME:nephila:nephilae:nephila]
[CASTE_NAME:nephila:nephilae:nephila]
[CREATURE_TILE:'S'][COLOR:6:0:1]
[DESCRIPTION:A large spider found in the deepest caverns, where it spins webs of the purest gold. They are relatively non-aggressive, and their chitin comes in a wide variety of hues.]
[PREFSTRING:glittering webs][PREFSTRING:ethereal beauty]
[BODY:BASIC_ARACHNID_STL:4EYES_STL:MANDIBLES_STL:BOOK_LUNGS_STL:BRAIN_STL:HEART_ABDOMEN_STL]
[BODY_SIZE:27000]
[BODY_SIZE:0:0:3000]
[BODY_SIZE:3:0:5400]
[BODY_SIZE:6:0:10000]
[BODY_SIZE:12:20000]
[BODY_SIZE:15:27000]
[CHILD:6]
[BIOME:SUBTERRANEAN_CHASM][CLUSTER_NUMBER:3:7][POPULATION_NUMBER:200:500]
[LARGE_ROAMING][MEANDERER][CAVE_ADAPT]
[BODY_DETAIL_PLAN:LIGHT_CHITIN_MATERIALS_STL]
[BODY_DETAIL_PLAN:LIGHT_CHITIN_TISSUES_STL]
[BODY_DETAIL_PLAN:INSECT_LAYERS_STL]
[BODY_DETAIL_PLAN:INSECT_POSITIONS_STL]
[BODYGLOSS:CHELICERAE_STL]
[APPLY_CREATURE_VARIATION:BITE_MANDIBLE_INJECTION_STL]
[APPLY_CREATURE_VARIATION:IS_INSECT_STL]
[APPLY_CREATURE_VARIATION:APPEARANCE_VARIABILITY_NEPHILAE_COLOR_STL]
[APPLY_CREATURE_VARIATION:APPEARANCE_VARIABILITY_BODYSIZE_HLG]
[BLOOD:LOCAL_CREATURE_MAT:HEMOLYMPH:LIQUID]
[USE_MATERIAL_TEMPLATE:GOLDEN_WEB:GOLDEN_WEB_SILK_TEMPLATE_STL]
[STATE_NAME:ALL_SOLID:aurum]
[STATE_ADJ:ALL_SOLID:aurum]
[STATE_NAME:LIQUID:liquid aurum]
[STATE_ADJ:LIQUID:liquid aurum]
[STATE_NAME:GAS:aurum vapor]
[STATE_ADJ:GAS:aurum vapor]
[PREFIX:NONE]
[WEBBER:LOCAL_CREATURE_MAT:GOLDEN_WEB][WEBIMMUNE]
[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:GOLDEN_WEB:WEB_SPRAY]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:5]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:60]
[CASTE:FEMALE]
[FEMALE]
[CASTE:MALE]
[MALE]
[USE_MATERIAL_TEMPLATE:POISON:INSECT_POISON_TEMPLATE_STL]
[STATE_NAME:ALL_SOLID:frozen nephila venom]
[STATE_ADJ:ALL_SOLID:frozen nephila venom]
[STATE_NAME:LIQUID:nephila venom]
[STATE_ADJ:LIQUID:nephila venom]
[STATE_NAME:GAS:boiling nephila venom]
[STATE_ADJ:GAS:boiling nephila venom]
[PREFIX:NONE]
[ENTERS_BLOOD]
[SYNDROME]
[SYN_NAME:nephila bite]
[SYN_AFFECTED_CLASS:ALL]
[SYN_IMMUNE_CREATURE:NEPHILA_STL:ALL]
[SYN_INJECTED]
[CE_PAIN:SEV:60:PROB:100:RESISTABLE:LOCALIZED:START:0:PEAK:60:END:3600] You'll be put out for a couple of days if you get bit by this guy.
[CE_BLISTERS:SEV:50:PROB:100:RESISTABLE:LOCALIZED:START:60:PEAK:120:END:2400]
Wow, just wow.
I would definitely want to try this out.
Yes, for modding or for playing, either one.Wow, just wow.Shall I sign you up? :)
I would definitely want to try this out.
[CREATURE:SEA_SCORPION_STL]
[NAME:sea scorpion:sea scorpions:sea scorpion]
[CASTE_NAME:sea scorpion:sea scorpions:sea scorpion]
[CREATURE_TILE:'s'][COLOR:4:0:1]
[DESCRIPTION:A man-sized predator that swims the open ocean. It bears a slight resemblance to its landbound counterpart, but cannot sting - instead, its spiny legs are used as weapons.]
[PREFSTRING:graceful swimming]
[BODY:SEA_SCORPION_BASE_STL:SEA_SCORPION_SPINES_STL:2EYES_STL:HEART_ABDOMEN_STL:MANDIBLES_STL:BRAIN_STL]
[BODY_SIZE:70000]
[BODY_SIZE:0:0:10000]
[BODY_SIZE:2:0:30000]
[BODY_SIZE:4:0:50000]
[BODY_SIZE:6:0:70000]
[CHILD:5][ALL_ACTIVE]
[LIKES_FIGHTING][LARGE_PREDATOR]
[CREATURE_CLASS:ALL][CREATURE_CLASS:INVERTEBRATE][CREATURE_CLASS:ARTHROPOD]
[AQUATIC][UNDERSWIM][IMMOBILE_LAND]
[BODYGLOSS:CHELICERAE_STL]
[SWIMS_INNATE][SWIM_SPEED:500]
[NO_DRINK][CARNIVORE]
[MUNDANE][CLUSTER_NUMBER:2:3][POPULATION_NUMBER:200:300]
[BIOME:ANY_OCEAN][FREQUENCY:30]
[BODY_DETAIL_PLAN:LIGHT_CHITIN_MATERIALS_STL]
[BODY_DETAIL_PLAN:LIGHT_CHITIN_TISSUES_STL]
[BODY_DETAIL_PLAN:INSECT_LAYERS_STL]
[BODY_DETAIL_PLAN:INSECT_POSITIONS_STL]
[APPLY_CREATURE_VARIATION:BITE_MANDIBLE_STL]
[APPLY_CREATURE_VARIATION:IS_INSECT_STL]
[APPLY_CREATURE_VARIATION:APPEARANCE_VARIABILITY_BODYSIZE_HLG]
[ATTACK:CLUB:BODYPART:BY_CATEGORY:PODOMERE]
[ATTACK_VERB:club:clubs]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:150]
[ATTACK_FLAG_EDGE]
[ATTACK_FLAG_CANLATCH]
[CASTE:FEMALE]
[FEMALE]
[CASTE:MALE]
[MALE]
[CREATURE:SEA_ANT_STL]
[NAME:sea ant:sea ants:sea ant]
[CASTE_NAME:sea ant:sea ants:sea ant]
[DESCRIPTION:Antlike creatures that frolic through the oceans, serving as a food source for creatures larger than them.]
[CREATURE_TILE:172][COLOR:4:9:0]
[BODY:VERMIN_BODY_HLG]
[PREFSTRING:meatball-like characteristics]
[VERMIN_FISH][FISHITEM][IMMOBILE_LAND][VERMIN_NOTRAP][VERMIN_GROUNDER]
[MUNDANE][NOT_BUTCHERABLE]
[BIOME:ANY_OCEAN][POPULATION_NUMBER:1000:1500]
[BODY_DETAIL_PLAN:LIGHT_CHITIN_MATERIALS_STL]
[BODY_DETAIL_PLAN:LIGHT_CHITIN_TISSUES_STL]
[BODY_DETAIL_PLAN:INSECT_LAYERS_STL]
[CREATURE_CLASS:ALL][CREATURE_CLASS:INVERTEBRATE][CREATURE_CLASS:ARTHROPOD]
[BODY_SIZE:100]
[NO_DRINK]
[SWIMS_INNATE][SWIM_SPEED:1500] They're like rocket-propelled meatballs!
[CASTE:QUEEN]
[FEMALE]
[CASTE_NAME:sea ant queen:sea ant queens:sea ant queen]
[POP_RATIO:1]
[CASTE:DRONE]
[MALE]
[CASTE_NAME:sea ant drone:sea ant drones:sea ant drone]
[POP_RATIO:10]
[CASTE:WORKER]
[CASTE_NAME:sea ant worker:sea ant workers:sea ant worker]
[POP_RATIO:1000]
[CREATURE:AMMONITE_STL] Rocket-propelled meatballs with shells!
[NAME:ammonite:ammonites:ammonite]
[CASTE_NAME:ammonite:ammonites:ammonite]
[DESCRIPTION:A shelled, squidlike organism, that drifts happily around the ocean, until it gets netted and pried out of its shell by halflings.]
[CREATURE_TILE:172][COLOR:6:11:0]
[PREFSTRING:shells, which are really the only notable things they have]
[BODY:VERMIN_BODY_HLG:SHELL_STL] Made a whole body part just for these guys. I am a caring god, unless you're a halfling. Then I suck.
[VERMIN_FISH][FISHITEM][IMMOBILE_LAND]
[VERMIN_NOTRAP][VERMIN_GROUNDER]
[MUNDANE][NOT_BUTCHERABLE]
[RETRACT_INTO_BP:BY_CATEGORY:SHELL]
[BODY_DETAIL_PLAN:LIGHT_CHITIN_MATERIALS_STL]
[BODY_DETAIL_PLAN:LIGHT_CHITIN_TISSUES_STL]
[BODY_DETAIL_PLAN:INSECT_LAYERS_STL]
[BODY_DETAIL_PLAN:AMMONITE_STL] So goddamn caring
[SWIMS_INNATE][SWIM_SPEED:1500]
[CASTE:FEMALE]
[FEMALE]
[CASTE:MALE]
[MALE]
[OBJECT:PLANT]
[PLANT:TALL_GRASS_STL]
[ALL_NAMES:tall grass]
[USE_MATERIAL_TEMPLATE:STRUCTURE:PLANT_STRUCTURE_HLG]
[GRASS]
[GRASS_TILES:242:243:169:170]
[ALT_GRASS_TILES:243:242:170:169]
[ALT_PERIOD:300:200]
[GRASS_COLORS:2:0:1:2:0:0:6:0:1:6:0:0]
[WET]
[DRY]
[BIOME:ANY_WETLAND]
[PLANT:PEPPERSEED_GRASS_STL]
[ALL_NAMES:pepperseed grass]
[USE_MATERIAL_TEMPLATE:STRUCTURE:PLANT_STRUCTURE_HLG]
[GRASS]
[GRASS_TILES:'.':',':';':'`']
[GRASS_COLORS:7:0:0:0:0:1:7:0:0:6:0:0]
[WET]
[DRY]
[BIOME:ANY_TEMPERATE]
[PLANT:CAM_VERSARAI_STL]
[NAME:cam versarai tree]
[NAME_PLURAL:cam versarai trees]
[ADJ:cam versarai]
[USE_MATERIAL_TEMPLATE:STRUCTURE:PLANT_STRUCTURE_HLG]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURE]
[PREFSTRING:three-lobed canopy]
[USE_MATERIAL_TEMPLATE:WOOD:PLANT_STRUCTURE_HLG]
[STATE_NAME:ALL_SOLID:cam versarai wood]
[STATE_ADJ:ALL_SOLID:cam versarai wood]
[PREFIX:NONE]
[STATE_COLOR:ALL_SOLID:DARK_RED]
[DISPLAY_COLOR:4:0:0]
[WOOD]
[TREE:LOCAL_PLANT_MAT:WOOD]
[WET][DRY]
[BIOME:NOT_FREEZING]
[TREE_TILE:169]
[TREE_COLOR:4:0:0]
[SAPLING_COLOR:4:0:0]
[PLANT:BLACKWOOD_TREE_STL]
[NAME:blackwood tree]
[NAME_PLURAL:blackwood trees]
[ADJ:blackwood tree]
[USE_MATERIAL_TEMPLATE:STRUCTURE:PLANT_STRUCTURE_HLG]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURE]
[PREFSTRING:midnight wood]
[USE_MATERIAL_TEMPLATE:WOOD:PLANT_STRUCTURE_HLG]
[STATE_NAME:ALL_SOLID:blackwood]
[STATE_ADJ:ALL_SOLID:blackwood]
[PREFIX:NONE]
[STATE_COLOR:ALL_SOLID:BLACK]
[DISPLAY_COLOR:0:1:0]
[WOOD]
[TREE:LOCAL_PLANT_MAT:WOOD]
[WET][DRY]
[BIOME:ANY_FOREST]
[TREE_TILE:05]
[TREE_COLOR:0:1:0]
[SAPLING_COLOR:1:0:1]
[PLANT:HEARTWOOD_TREE_STL]
[NAME:heartwood tree]
[NAME_PLURAL:heartwood trees]
[ADJ:heartwood tree]
[USE_MATERIAL_TEMPLATE:STRUCTURE:PLANT_STRUCTURE_HLG]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURE]
[PREFSTRING:delightful aroma]
[USE_MATERIAL_TEMPLATE:WOOD:PLANT_STRUCTURE_HLG]
[STATE_NAME:ALL_SOLID:heartwood]
[STATE_ADJ:ALL_SOLID:heartwood]
[PREFIX:NONE]
[STATE_COLOR:ALL_SOLID:BLACK]
[DISPLAY_COLOR:6:0:0]
[WOOD]
[TREE:LOCAL_PLANT_MAT:WOOD]
[WET]
[BIOME:ANY_TROPICAL_FOREST]
[TREE_TILE:05]
[TREE_COLOR:2:0:0]
[SAPLING_COLOR:2:0:0]
[PLANT:BLAZEWOOD_STL]
[NAME:blazewood tree]
[NAME_PLURAL:blazewood trees]
[ADJ:blazewood tree]
[USE_MATERIAL_TEMPLATE:STRUCTURE:PLANT_STRUCTURE_HLG]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURE]
[PREFSTRING:ability to make things combust]
[USE_MATERIAL_TEMPLATE:WOOD:PLANT_STRUCTURE_HLG]
[STATE_NAME:ALL_SOLID:blazewood]
[STATE_ADJ:ALL_SOLID:blazewood]
[PREFIX:NONE]
[STATE_COLOR:ALL_SOLID:ORANGE]
[DISPLAY_COLOR:6:0:1]
[WOOD]
[MAT_FIXED_TEMPERATURE:10400] BURN HALFLING BURN AHAHAHA
[TREE:LOCAL_PLANT_MAT:WOOD]
[WET]
[BIOME:SUBTERRANEAN_WATER]
[UNDERGROUND_DEPTH:1:2]
[TREE_TILE:179]
[TREE_COLOR:6:0:1]
[SAPLING_COLOR:6:0:1]
[PLANT:FROSTHEART_STL]
[NAME:frostheart tree]
[NAME_PLURAL:frostheart trees]
[ADJ:frostheart tree]
[USE_MATERIAL_TEMPLATE:STRUCTURE:PLANT_STRUCTURE_HLG]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURE]
[PREFSTRING:iciness to the touch]
[USE_MATERIAL_TEMPLATE:WOOD:PLANT_STRUCTURE_HLG]
[STATE_NAME:ALL_SOLID:heartwood]
[STATE_ADJ:ALL_SOLID:heartwood]
[PREFIX:NONE]
[STATE_COLOR:ALL_SOLID:BLACK]
[DISPLAY_COLOR:3:0:1]
[MAT_FIXED_TEMPERATURE:8999] Should freeze water
[WOOD]
[TREE:LOCAL_PLANT_MAT:WOOD]
[WET]
[BIOME:SUBTERRANEAN_WATER]
[UNDERGROUND_DEPTH:1:2]
[TREE_TILE:6]
[TREE_COLOR:3:0:1]
[SAPLING_COLOR:3:0:1]
[CREATURE:WISP_OF_RAGE_STL]
[NAME:wisp of rage:wisps of rage:rage wisp]
[CASTE_NAME:wisp of rage:wisps of rage:rage wisp]
[DESCRIPTION:A meatball that contains the essence of homicidal fury, and likes to share.]
[CREATURE_TILE:172][COLOR:4:0:0]
[VERMIN_MICRO][VERMIN_HATEABLE][VERMIN_NOTRAP][VERMIN_GROUNDER]
[EVIL][VERMIN_ROTTER]
[BIOME:ANY_LAND]
[BODY_SIZE:1][NO_DRINK][NO_EAT][NO_GENDER]
[SMALL_REMAINS]
[CLUSTER_NUMBER:100:200][NOT_BUTCHERABLE]
[NOT_LIVING]
[BODY:VERMIN_BODY_HLG:WINGS_STL]
[BODY_DETAIL_PLAN:INSECT_LAYERS_STL]
[BODY_DETAIL_PLAN:LIGHT_CHITIN_MATERIALS_STL]
[BODY_DETAIL_PLAN:LIGHT_CHITIN_TISSUES_STL]
[FLIER]
[USE_MATERIAL_TEMPLATE:POISON:INSECT_POISON_TEMPLATE_STL]
[STATE_NAME:ALL_SOLID:frozen wisp venom]
[STATE_ADJ:ALL_SOLID:frozen wisp venom]
[STATE_NAME:LIQUID:wisp venom]
[STATE_ADJ:LIQUID:wisp venom]
[STATE_NAME:GAS:boiling wisp venom]
[STATE_ADJ:GAS:boiling wisp venom]
[PREFIX:NONE]
[ENTERS_BLOOD]
[SYNDROME]
[SYN_NAME:uncontrollable rage]
[SYN_AFFECTED_CLASS:ALL]
[SYN_IMMUNE_CREATURE:WATER_STRIDER_STL:ALL]
[SYN_INJECTED]
[CE_ADD_TAG:OPPOSED_TO_LIFE:LIKES_FIGHTING]
[VERMIN_BITE:50:corrupted:LOCAL_CREATURE_MAT:POISON]
I would LOVE to see that dictionary, and instantly add it into MasterworkDF. It has always bothered me that the names are always the same. No matter the NSFW stuff, it would go in. :)
Hi! I am just reading.Is there a playable version?I wanna try it.
Yes, for modding or for playing, either one.Wow, just wow.Shall I sign you up? :)
I would definitely want to try this out.
I found a problem with the treelords, though. Namely, they can't resurrect elves properly. The elf is revived and immediately bleeds to death. This may or may not have something to do with the method of death--namely, combat with a Pale Rider--but it's notable to mention. I also definitely saw the Molten Skin problem.... Also, Elven by-products are occasionally referred to by the creature name and not the caste name. !!Treelord Muscle!! existed from me butchering the elf corpse to stop the spam from happening.
item_STL
[OBJECT_ITEM]
[ITEM_ARMOR:ROBE_STL]
[NAME:robe:robes]
[ARMORLEVEL:0]
[UBSTEP:MAX]
[LBSTEP:MAX]
[METAL_ARMOR_LEVELS]
[MATERIAL_SIZE:6]
[LAYER_SIZE:1]
[LAYER_PERMIT:1]
[LAYER:OVER]
[SOFT]
[COVERAGE:100]
[STRUCTURAL_ELASTICITY_WOVEN_THREAD]
[ITEM_ARMOR:ROBE_CHAIN_STL]
[NAME:chain robe:chain robes]
[ARMORLEVEL:2]
[UBSTEP:MAX]
[LBSTEP:MAX]
[MATERIAL_SIZE:6]
[LAYER_SIZE:1]
[LAYER_PERMIT:1]
[LAYER:ARMOR]
[METAL]
[COVERAGE:100]
[STRUCTURAL_ELASTICITY_CHAIN_ALL]
[ITEM_PANTS:PANTS_STL]
[PREPLURAL:pairs of]
[NAME:pants:pants]
[LBSTEP:MAX]
[LAYER:UNDER]
[COVERAGE:100]
[LAYER_SIZE:1]
[LAYER_PERMIT:1]
[MATERIAL_SIZE:6]
[SOFT]
[STRUCTURAL_ELASTICITY_WOVEN_THREAD]
[ITEM_SHOES:BOOTS_CLOTHING_STL]
[NAME:boot:boots]
[LAYER:OVER]
[COVERAGE:100]
[LAYER_SIZE:1]
[LAYER_PERMIT:1]
[MATERIAL_SIZE:2]
[SOFT]
[LEATHER]
[STRUCTURAL_ELASTICITY_WOVEN_THREAD]
[ITEM_HELM:HEADSCARF_STL]
[NAME:headscarf:headscarves]
[LAYER:OVER]
[COVERAGE:70]
[LAYER_SIZE:1]
[LAYER_PERMIT:1]
[MATERIAL_SIZE:2]
[SOFT]
[STRUCTURAL_ELASTICITY_WOVEN_THREAD]
[ITEM_WEAPON:ITEM_WEAPON_LANCE_STL]
[NAME:lance:lances]
[SIZE:600]
[SKILL:SPEAR]
[TWO_HANDED:49000]
[MINIMUM_SIZE:6000]
[MATERIAL_SIZE:3]
[ATTACK:EDGE:20:10000:stab:stabs:NO_SUB:1000]
[ATTACK:EDGE:10:15000:impale:impales:NO_SUB:1250]
[ATTACK:BLUNT:10000:5000:bash:bashes:shaft:1250]
##Armory##
[WEAPON:ITEM_WEAPON_LANCE_STL]
[WEAPON:SHORT_BOW_HLG]
[AMMO:SMALL_ARROW_HLG]
[WEAPON:SMALL_HATCHET_HLG]
[WEAPON:SMALL_HATCHET_METAL_HLG]
[ARMOR:ROBE_STL:COMMON]
[ARMOR:ROBE_CHAIN_STL:COMMON]
[PANTS:PANTS_STL:COMMON]
[SHOES:BOOTS_CLOTHING_STL:COMMON]
The first of the firstborn, the halflings Adam and Eve, instantly conflagrated and burned with inner heat while trying to kill each other out of mercy. So god declared living creatures should not have a higher inner temperature than it takes to melt their flesh. Next verse, god decides the spine and the skull are to be inside a halfling's body and not on the surface, and that clothing is to be worn on the skin and not on the skeleton. Later still, trying to create hair, the creator makes everyone grow hair as thick as their bones all over their bodies, that's in all the colors of the rainbow in patches. Next verse details the creation of the "face" in the front of the head to be home to various formerly randomly scattered body parts
later:
Bugfix 1: no longer in unix linefeed format (durr)! Halfling carpentry reaction fixes
Bugfix 2: it came up that Halflings were upset about not having shoes. Created open sandals for now.
Bugfix 3: MEAT IS NO LONGER WORTH INFINITE NEGATIVE MONEY
Okay, somebody help, please. Tell me why these items fail to show up in the arena:
snip
Located at the end of the file. Their absence is annoying me greatly. I cannot seem to make items work, so something must be wrong somewhere, and so far as I know only the entity and items file are related to these things.
We need perhaps to use more symbols, those names are even more baffling than vanilla.
[ENTITY:DESERT_STL]
[INDIV_CONTROLLABLE]
[CIV_CONTROLLABLE]
[ADVENTURE_TIER:3]
[CREATURE:FORMICS_STL]
[BIOME_SUPPORT:ANY_DESERT:5]
[START_BIOME:ANY_DESERT]
[DEFAULT_SITE_TYPE:CAVE_DETAILED]
[LIKES_SITE:CAVE_DETAILED]
[TOLERATES_SITE:CITY]
[WORLD_CONSTRUCTION:ROAD]
[WORLD_CONSTRUCTION:BRIDGE]
[WORLD_CONSTRUCTION:TUNNEL]
[START_GROUP_NUMBER:20]
[MAX_POP_NUMBER:5000]
[MAX_SITE_POP_NUMBER:1000]
[MAX_STARTING_CIV_NUMBER:5]
##JOBS##
[PERMITTED_JOB:MECHANIC]
[PERMITTED_JOB:MINER]
[PERMITTED_JOB:PLANTER]
[PERMITTED_JOB:HERBALIST]
[PERMITTED_JOB:BREWER]
[PERMITTED_JOB:BOWYER]
[PERMITTED_JOB:WOODCUTTER]
[PERMITTED_JOB:CARPENTER]
[PERMITTED_JOB:BLACKSMITH]
[PERMITTED_JOB:WEAPONSMITH]
[PERMITTED_JOB:ARMORER]
[PERMITTED_JOB:METALCRAFTER]
[PERMITTED_JOB:MASON]
[PERMITTED_JOB:ANIMAL_CARETAKER]
[PERMITTED_JOB:ANIMAL_TRAINER]
[PERMITTED_JOB:TRAPPER]
[PERMITTED_JOB:WOODCRAFTER]
[PERMITTED_JOB:STONECRAFTER]
[PERMITTED_JOB:LEATHERWORKER]
[PERMITTED_JOB:BONE_CARVER]
[PERMITTED_JOB:WEAVER]
[PERMITTED_JOB:CLOTHIER]
[PERMITTED_JOB:FISHERMAN]
[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:SOAP_MAKER]
[PERMITTED_JOB:POTASH_MAKER]
[PERMITTED_JOB:LYE_MAKER]
[PERMITTED_JOB:CLERK]
[PERMITTED_JOB:ADMINISTRATOR]
[PERMITTED_JOB:TRADER]
[PERMITTED_JOB:ARCHITECT]
[PERMITTED_JOB:GLAZER]
[PERMITTED_JOB:POTTER]
[PERMITTED_JOB:PRESSER]
[PERMITTED_JOB:BEEKEEPER]
[PERMITTED_JOB:WAX_WORKER]
[PERMITTED_JOB:GLASSMAKER]
[PERMITTED_JOB:WOOD_BURNER]
[PERMITTED_JOB:DIAGNOSER]
[PERMITTED_JOB:BONE_SETTER]
[PERMITTED_JOB:SUTURER]
[PERMITTED_JOB:SURGEON]
##PHILOSOPHY##
[RELIGION:PANTHEON]
[RELIGION_SPHERE:CREATION]
[RELIGION_SPHERE:DEATH]
[RELIGION_SPHERE:DAWN]
[RELIGION_SPHERE:DARKNESS]
[RELIGION_SPHERE:STARS]
[RELIGION_SPHERE:TRAVELERS]
[RELIGION_SPHERE:BALANCE]
[RELIGION_SPHERE:LOYALTY]
[RELIGION_SPHERE:TREACHERY]
[SPHERE_ALIGNMENT:CREATION:1000]
[SPHERE_ALIGNMENT:DEATH:900]
[SPHERE_ALIGNMENT:STARS:900]
[SPHERE_ALIGNMENT:BALANCE:800]
[ETHIC:ASSAULT:PUNISH_CAPITAL]
[ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]
[ETHIC:EAT_SAPIENT_OTHER:ACCEPTABLE]
[ETHIC:KILL_ANIMAL:ACCEPTABLE]
[ETHIC:KILL_ENEMY:ONLY_IF_SANCTIONED]
[ETHIC:KILL_ENTITY_MEMBER:ONLY_IF_SANCTIONED]
[ETHIC:KILL_NEUTRAL:PERSONAL_MATTER]
[ETHIC:KILL_PLANT:ACCEPTABLE]
[ETHIC:LYING:UNTHINKABLE]
[ETHIC:MAKE_TROPHY_ANIMAL:ACCEPTABLE]
[ETHIC:MAKE_TROPHY_SAME_RACE:UNTHINKABLE]
[ETHIC:MAKE_TROPHY_SAPIENT:PERSONAL_MATTER]
[ETHIC:OATH_BREAKING:UNTHINKABLE]
[ETHIC:SLAVERY:ACCEPTABLE]
[ETHIC:THEFT:PUNISH_SERIOUS]
[ETHIC:TORTURE_ANIMALS:MISGUIDED]
[ETHIC:TORTURE_AS_EXAMPLE:ACCEPTABLE]
[ETHIC:TORTURE_FOR_FUN:APPALLING]
[ETHIC:TORTURE_FOR_INFORMATION:ACCEPTABLE]
[ETHIC:TREASON:UNTHINKABLE]
[ETHIC:TRESPASSING:ACCEPTABLE]
[ETHIC:VANDALISM:PUNISH_REPRIMAND]
[WILL_ACCEPT_TRIBUTE]
[SCOUT]
[ACTIVE_SEASON:SUMMER]
[AMBUSHER]
[BUILDS_OUTDOOR_FORTIFICATIONS]
[DIPLOMAT_BODYGUARDS]
[INVADERS_IGNORE_NEUTRALS]
[MERCHANT_BODYGUARDS]
[SIEGER]
[USE_ANIMAL_PRODUCTS]
[USE_CAVE_ANIMALS]
[CLOTHING]
[COMMON_DOMESTIC_MOUNT]
[COMMON_DOMESTIC_PET]
[COMMON_DOMESTIC_PACK]
[COMMON_DOMESTIC_PULL]
[INDOOR_FARMING]
[METAL_PREF]
[STONE_PREF]
[INDOOR_WOOD]
[OUTDOOR_WOOD]
[USE_MISC_PROCESSED_WOOD_PRODUCTS]
##Armory##
[WEAPON:ITEM_WEAPON_LANCE_STL]
[WEAPON:ITEM_WEAPON_SCIMITAR_STL]
[WEAPON:ITEM_WEAPON_PICK_STL]
[WEAPON:SHORT_BOW_HLG]
[AMMO:SMALL_ARROW_HLG]
[WEAPON:SMALL_HATCHET_HLG]
[WEAPON:SMALL_HATCHET_METAL_HLG]
[ARMOR:ROBE_STL:COMMON]
[ARMOR:ROBE_CHAIN_STL:COMMON]
[PANTS:PANTS_STL:COMMON]
[SHOES:BOOTS_CLOTHING_STL:COMMON]
[HELM:HEADSCARF_STL:COMMON]
##Reactions##
[PERMITTED_REACTION:BREW_HONEYWINE_STL]
[PERMITTED_REACTION:EXTRACT_CELESTIUM_STL]
[PERMITTED_REACTION:PREPARE_CHITIN_STL]
[PERMITTED_REACTION:CAST_CRUDE_ANVIL_HLG]
##Caste Hierarchy##
[POSITION:QUEEN]
[NAME_MALE:what the hell:whats the hells]
[NAME_FEMALE:Everqueen:Everqueens]
[NUMBER:1]
[ALLOWED_CREATURE:FORMICS_STL:QUEEN]
[CHAT_WORTHY]
[BRAG_ON_KILL] You can, but it's a bad idea. The Formics will rip you apart. Best to lay low.
[COLOR:6:4:1] regal yellow-on-red
[DUTY_BOUND]
[RULES_FROM_LOCATION]
[PUNISHMENT_EXEMPTION]
[PRECEDENCE:1]
[RESPONSIBILITY:RELIGION]
[RESPONSIBILITY:LAW_MAKING]
[SUCCESSION:BY_POSITION:PRINCESS]
[KILL_QUEST]
[GENDER:FEMALE] failsafe
[DO_NOT_CULL] "who was the immortal goddess-queen in 372?" "that's too unimportant to remember." "Correct!"
[DETERMINES_COIN_DESIGN]
[DEMAND_MAX:5]
[MANDATE_MAX:2]
[EXPORTED_IN_LEGENDS]
[LAND_NAME:the Great Hive]
[MENIAL_WORK_EXEMPTION]
[SPECIAL_BURIAL]
[POSITION:PRINCESS] Heir Apparent to the Everqueen
[NAME_MALE:what the hell:whats the hells]
[NAME_FEMALE:Princess:Princesses]
[NUMBER:1]
[DUTY_BOUND]
[BRAG_ON_KILL] Still an awful idea
[COLOR:6:5:1]
[APPOINTED_BY:QUEEN]
[ALLOWED_CREATURE:FORMICS_STL:QUEEN]
[GENDER:FEMALE]
[DO_NOT_CULL]
[EXPORTED_IN_LEGENDS]
[MENIAL_WORK_EXEMPTION]
[PRECEDENCE:2]
[PUNISHMENT_EXEMPTION]
[POSITION:ASSEMBLY_OF_QUEENS]
[NAME_MALE:GTFO:GTFOs]
[NAME_FEMALE:Queen:Queens]
[NUMBER:100000] Hopefully this will encompass all queenlydom
[DUTY_BOUND]
[BRAG_ON_KILL] You idiot
[PRECEDENCE:3]
[PUNISHMENT_EXEMPTION]
[MENIAL_WORK_EXEMPTION]
[GENDER:FEMALE]
[MANDATE_MAX:0]
[FLASHES]
[ELECTED] "we vote for you because of our DNA"
[POSITION:REGENT]
[NAME_MALE:regent:regents]
[NAME_FEMALE:GTFO:GTFOs]
[NUMBER:1]
[SITE]
[CONQUERED_SITE]
[PUNISHMENT_EXEMPTION]
[DUTY_BOUND]
[MENIAL_WORK_EXEMPTION]
[PRECEDENCE:4]
[BRAG_ON_KILL]
[GENDER:MALE]
[EXPORTED_IN_LEGENDS]
[DO_NOT_CULL]
[ELECTED]
[KILL_QUEST]
[RESPONSIBILITY:LAW_MAKING]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[LAND_HOLDER:1]
[REQUIRED_BEDROOM:300]
[REQUIRED_OFFICE:300]
[REQUIRED_DINING:300]
[REQUIRED_TOMB:500]
[DEMAND_MAX:2]
[MANDATE_MAX:1]
[SPECIAL_BURIAL]
[COLOR:5:0:0]
[POSITION:SCRIBE]
[NAME:scribe:scribes]
[SITE]
[RESPONSIBILITY:ACCOUNTING]
[APPOINTED_BY:ALLET]
[RESPONSIBILITY:MANAGE_PRODUCTION]
[REQUIRED_OFFICE:1]
[DO_NOT_CULL]
[COLOR:5:0:0]
[NUMBER:3]
[PRECEDENCE:50]
[POSITION:ALLET]
[NAME:allet:alletae]
[SITE]
[NUMBER:1]
[RULES_FROM_LOCATION]
[DUTY_BOUND]
[DO_NOT_CULL]
[PRECEDENCE:40]
[RESPONSIBILITY:MEET_WORKERS]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[RESPONSIBILITY:MILITARY_GOALS]
[RESPONSIBILITY:LAW_ENFORCEMENT]
[RESPONSIBILITY:TRADE]
[RESPONSIBILITY:BUILD_MORALE]
[POSITION:CHIRURGEON]
[NAME:chirurgeon:chirurgeons]
[SITE]
[NUMBER:1]
[RESPONSIBILITY:HEALTH_MANAGEMENT]
[APPOINTED_BY:ALLET]
[PRECEDENCE:45]
[COLOR:5:0:0]
[DO_NOT_CULL]
[DUTY_BOUND]
[POSITION:VOX_REGINA]
[NAME:vox regina:vox reginae]
[NUMBER:1]
[RESPONSIBILITY:ESTABLISH_COLONY_TRADE_AGREEMENTS]
[RESPONSIBILITY:MAKE_INTRODUCTIONS]
[RESPONSIBILITY:MAKE_PEACE_AGREEMENTS]
[RESPONSIBILITY:MAKE_TOPIC_AGREEMENTS]
[COLOR:6:4:1]
[MENIAL_WORK_EXEMPTION]
[PUNISHMENT_EXEMPTION]
[DO_NOT_CULL]
[APPOINTED_BY:QUEEN]
[DUTY_BOUND]
[PRECEDENCE:10]
##Army##
[POSITION:SHALADIN]
[NAME:shaladin:shaladin]
[NUMBER:1]
[SQUAD:10:shal-scutus:shal-scuteri]
[APPOINTED_BY:QUEEN]
[RESPONSIBILITY:MILITARY_STRATEGY]
[COMMANDER:DANALIN:ALL]
[PRECEDENCE:20]
[SPECIAL_BURIAL]
[KILL_QUEST]
[BRAG_ON_KILL]
[DO_NOT_CULL]
[PUNISHMENT_EXEMPTION]
[MENIAL_WORK_EXEMPTION]
[FLASHES]
[DUTY_BOUND]
[POSITION:DANALIN]
[NAME:danalin:danalin]
[NUMBER:AS_NEEDED]
[SQUAD:10:dan-scutus:dan-scuteri]
[APPOINTED_BY:SHALADIN]
[COMMANDER:KETALMIN:ALL]
[PRECEDENCE:25]
[KILL_QUEST]
[BRAG_ON_KILL]
[DO_NOT_CULL]
[PUNISHMENT_EXEMPTION]
[MENIAL_WORK_EXEMPTION]
[FLASHES]
[DUTY_BOUND]
[POSITION:KETALMIN]
[NAME:ketalmin:ketalmin]
[NUMBER:AS_NEEDED]
[SQUAD:10:ket-scutus:ket-scuteri]
[APPOINTED_BY:SHALADIN]
[PRECEDENCE:30]
[KILL_QUEST]
[BRAG_ON_KILL]
[DO_NOT_CULL]
[PUNISHMENT_EXEMPTION]
[MENIAL_WORK_EXEMPTION]
[FLASHES]
[DUTY_BOUND]
[POSITION:ASHALIM]
[NAME:ashalim:ashalim]
[SITE]
[NUMBER:1]
[SQUAD:10:as-scutus:as-scuteri]
[APPOINTED_BY:ALLET]
[COMMANDER:MESARTHIM:ALL]
[RESPONSIBILITY:MILITARY_STRATEGY]
[RESPONSIBILITY:EXECUTIONS]
[EXECUTION_SKILL:SWORD]
[PRECEDENCE:35]
[BRAG_ON_KILL]
[DO_NOT_CULL]
[PUNISHMENT_EXEMPTION]
[MENIAL_WORK_EXEMPTION]
[DUTY_BOUND]
[POSITION:MESARTHIM]
[NAME:mesarthim:mesarthim]
[SITE]
[NUMBER:AS_NEEDED]
[SQUAD:10:mes-scutus:mes-scuteri]
[APPOINTED_BY:ASHALIM]
[COMMANDER:MESARTHIM:ALL]
[PRECEDENCE:45]
[KILL_QUEST]
[BRAG_ON_KILL]
[DO_NOT_CULL]
[MILITARY_SCREEN_ONLY]
[DUTY_BOUND]
[CREATURE:FORMICS_STL]
[NAME:formic:formics:formic]
[CREATURE_TILE:'A'][COLOR:4:0:1]
[DESCRIPTION:Sapient, humanoid ants. Their society is heavily regimented by a biological caste system and religious devotion to their immortal Queens, though the queens prefer to let the lesser castes run the nation while they breed.]
[BIOME:ANY_DESERT][CAVE_ADAPT]
[BODY_DETAIL_PLAN:LIGHT_CHITIN_MATERIALS_STL]
[BODY_DETAIL_PLAN:LIGHT_CHITIN_TISSUES_STL]
[BODY_DETAIL_PLAN:INSECT_LAYERS_STL]
[BODY_DETAIL_PLAN:INSECT_POSITIONS_STL]
[PERSONALITY:LIBERALISM:0:24:39]It's a biological caste system. Hierarchy is as natural as breathing, and they all know their place.
[PERSONALITY:ALTRUISM:25:76:100] One does not get far in a eusocial species if one dislikes cooperation and helping others.
[PERSONALITY:COOPERATION:25:76:100]
[PERSONALITY:SELF_DISCIPLINE:25:76:100]
[CREATURE_CLASS:ALL][CREATURE_CLASS:ARTHROPOD][CREATURE_CLASS:INVERTEBRATE]
[EQUIPS][BENIGN][MUNDANE][ALL_ACTIVE]
[APPLY_CREATURE_VARIATION:IS_INSECT_STL]
[APPLY_CREATURE_VARIATION:APPEARANCE_VARIABILITY_ANT_COLOR_STL]
[APPLY_CREATURE_VARIATION:APPEARANCE_VARIABILITY_INSECT_EYES_STL]
[CASTE:QUEEN]
[CASTE_NAME:formic queen:formic queens:formic queen]
[FEMALE]
[CASTE_ALTTILE:'Q'][CASTE_TILE:'A']
[CAN_LEARN][CAN_SPEAK][PET] According to the dwarven cognitive science thread by Di that someone necroed, this should make them civ members AND quite prolific.
[BODY:BASIC_INSECT_STL:ANT_TENNAE_STL:MANDIBLES_STL:2EYES_STL:BOOK_LUNGS_STL:BRAIN_STL:HEART_ABDOMEN_STL]
[BODY_DETAIL_PLAN:LIGHT_CHITIN_MATERIALS_STL]
[BODY_DETAIL_PLAN:LIGHT_CHITIN_TISSUES_STL]
[BODY_DETAIL_PLAN:INSECT_LAYERS_STL]
[BODY_DETAIL_PLAN:INSECT_POSITIONS_STL]
[APPLY_CREATURE_VARIATION:BITE_MANDIBLE_STL]
[APPLY_CREATURE_VARIATION:APPEARANCE_VARIABILITY_ANT_COLOR_STL]
[APPLY_CREATURE_VARIATION:APPEARANCE_VARIABILITY_INSECT_EYES_STL]
[BLOOD:LOCAL_CREATURE_MAT:HEMOLYMPH:LIQUID]
[PERSONALITY:VULNERABILITY:0:24:39]
[POP_RATIO:1]
[BODY_SIZE:100000]
[BODY_SIZE:0:0:4000]
[BODY_SIZE:2:0:20000]
[BODY_SIZE:4:0:50000]
[BODY_SIZE:6:0:100000]
[BABY:2][CHILD:6]
[LITTERSIZE:4:8] they took 'go forth and multiply' very seriously
[CASTE:DRONE]
[CASTE_NAME:formic drone:formic drones:formic drone]
[MALE]
[CASTE_ALTTILE:'d'][CASTE_TILE:'A']
[BODY:INSECT_HUMANOID_STL:ANT_TENNAE_STL:MANDIBLES_STL:2EYES_STL:BRAIN_STL:HEART_ABDOMEN_STL]
[BODY_DETAIL_PLAN:LIGHT_CHITIN_MATERIALS_STL]
[BODY_DETAIL_PLAN:LIGHT_CHITIN_TISSUES_STL]
[BODY_DETAIL_PLAN:INSECT_LAYERS_STL]
[BODY_DETAIL_PLAN:INSECT_POSITIONS_STL]
[APPLY_CREATURE_VARIATION:BITE_MANDIBLE_STL]
[APPLY_CREATURE_VARIATION:PUNCH_HLG]
[APPLY_CREATURE_VARIATION:KICK_HLG]
[APPLY_CREATURE_VARIATION:APPEARANCE_VARIABILITY_ANT_COLOR_STL]
[APPLY_CREATURE_VARIATION:APPEARANCE_VARIABILITY_INSECT_EYES_STL]
[BLOOD:LOCAL_CREATURE_MAT:HEMOLYMPH:LIQUID]
[CAN_LEARN][CAN_SPEAK]
[POP_RATIO:10]
[BODY_SIZE:80000]
[BODY_SIZE:0:0:4000]
[BODY_SIZE:2:0:40000]
[BODY_SIZE:4:0:80000]
[BABY:1][CHILD:2]
[MAXAGE:20:30]
[CASTE:WORKER]
[CASTE_NAME:formic worker:formic workers:formic workers]
[CASTE_ALTTILE:'w'][CASTE_TILE:'A']
[BODY:INSECT_HUMANOID_STL:ANT_TENNAE_STL:MANDIBLES_STL:2EYES_STL:BRAIN_STL:HEART_ABDOMEN_STL]
[BODY_DETAIL_PLAN:LIGHT_CHITIN_MATERIALS_STL]
[BODY_DETAIL_PLAN:LIGHT_CHITIN_TISSUES_STL]
[BODY_DETAIL_PLAN:INSECT_LAYERS_STL]
[BODY_DETAIL_PLAN:INSECT_POSITIONS_STL]
[APPLY_CREATURE_VARIATION:BITE_MANDIBLE_STL]
[APPLY_CREATURE_VARIATION:PUNCH_HLG]
[APPLY_CREATURE_VARIATION:KICK_HLG]
[APPLY_CREATURE_VARIATION:APPEARANCE_VARIABILITY_ANT_COLOR_STL]
[APPLY_CREATURE_VARIATION:APPEARANCE_VARIABILITY_INSECT_EYES_STL]
[BLOOD:LOCAL_CREATURE_MAT:HEMOLYMPH:LIQUID]
[CAN_LEARN][CAN_SPEAK]
[POP_RATIO:1500]
[BODY_SIZE:70000]
[BODY_SIZE:0:0:4000]
[BODY_SIZE:2:0:40000]
[BODY_SIZE:4:0:70000]
[SKILL_LEARN_RATES:60]
[SKILL_LEARN_RATE:MINING:120] Very good at basic infrastructure tasks, but you're not going to get quality crafts out of them.
[SKILL_LEARN_RATE:WOODCUTTING:120]
[SKILL_LEARN_RATE:PLANT:120]
[SKILL_LEARN_RATE:FISH:120]
[CHILD:2][BABY:1]
[MAXAGE:7:10] Numerous but short-lived and dull.
[CASTE:SOLDIER]
[CASTE_NAME:formic soldier:formic soldiers:formic soldier]
[CASTE_ALTTILE:'s'][CASTE_TILE:'A']
[BODY:INSECT_HUMANOID_STL:ANT_TENNAE_STL:MANDIBLES_STL:2EYES_STL:BRAIN_STL:HEART_ABDOMEN_STL]
[BODY_DETAIL_PLAN:LIGHT_CHITIN_MATERIALS_STL]
[BODY_DETAIL_PLAN:LIGHT_CHITIN_TISSUES_STL]
[BODY_DETAIL_PLAN:INSECT_LAYERS_STL]
[BODY_DETAIL_PLAN:INSECT_POSITIONS_STL]
[APPLY_CREATURE_VARIATION:BITE_MANDIBLE_STL]
[APPLY_CREATURE_VARIATION:PUNCH_HLG]
[APPLY_CREATURE_VARIATION:KICK_HLG]
[APPLY_CREATURE_VARIATION:APPEARANCE_VARIABILITY_ANT_COLOR_STL]
[APPLY_CREATURE_VARIATION:APPEARANCE_VARIABILITY_INSECT_EYES_STL]
[BLOOD:LOCAL_CREATURE_MAT:HEMOLYMPH:LIQUID]
[CAN_LEARN][CAN_SPEAK][TRANCES][TRAPAVOID]Soldiers have heightened reflexes that let them dodge traps, and give them an edge in battle.
[NOFEAR] FOR THE QUEEN!
[POP_RATIO:500]
[BODY_SIZE:90000]
[BODY_SIZE:0:0:5000]
[BODY_SIZE:2:0:50000]
[BODY_SIZE:4:0:90000]
[BABY:1][CHILD:3]
[SKILL_LEARN_RATE:SPEAR:120] Good at combat thanks to reflexes
[SKILL_LEARN_RATE:SWORD:120]
[SKILL_LEARN_RATE:PIKE:120]
[SKILL_LEARN_RATE:SHIELD:120]
[SKILL_LEARN_RATE:MELEE_COMBAT:120]
[SKILL_LEARN_RATE:DODGING:120]
[MAXAGE:15:20]
Eh, it'll have to remain a mystery then. New stuff!
snip
Also, Halfling - permission to modify the halfling entity to allow them to extract Celestium strands and thus access that metal?
OK PEOPLE, well, BFEL, at least.
snip
Seriously, who taught you to mod?
This is how I made it look, it should be the same as before, but less of an eyesore, and primarily, easier to navigate.
snip
The prefstring of "dying screams" has been lost because it's a creature token, not a caste token.
When a person likes dogs, they like all dogs, not just female ones. At least in DF.
If you want to put it back in so hobbits like Treelords for their dying screams, go right ahead and put it back in.
[INORGANIC:CELESTIUM_METAL_STL] Averaged stats of iron and bronze to get this.
[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:celestium]
[STATE_NAME_ADJ:LIQUID:molten celestium]
[STATE_NAME_ADJ:GAS:boiling celestium]
[DISPLAY_COLOR:0:0:1]
[BUILD_COLOR:0:8:0]
[MATERIAL_VALUE:15]
[SPEC_HEAT:435]
[MELTING_POINT:11868] bronze
[BOILING_POINT:14140] bronze
[ITEMS_WEAPON][ITEMS_WEAPON_RANGED][ITEMS_AMMO][ITEMS_DIGGER][ITEMS_ARMOR]
[SOLID_DENSITY:8050]
[LIQUID_DENSITY:7500]
[MOLAR_MASS:67923] rounded up from half
[IMPACT_YIELD:572250]
[IMPACT_FRACTURE:964250]
[IMPACT_STRAIN_AT_YIELD:433]
[COMPRESSIVE_YIELD:572250]
[COMPRESSIVE_FRACTURE:964250]
[COMPRESSIVE_STRAIN_AT_YIELD:433]
[TENSILE_YIELD:163500]
[TENSILE_FRACTURE:275500]
[TENSILE_STRAIN_AT_YIELD:115]
[TORSION_YIELD:163500]
[TORSION_FRACTURE:275500]
[TORSION_STRAIN_AT_YIELD:173]
[SHEAR_YIELD:163500]
[SHEAR_FRACTURE:275500]
[SHEAR_STRAIN_AT_YIELD:173]
[BENDING_YIELD:163500]
[BENDING_FRACTURE:275500]
[BENDING_STRAIN_AT_YIELD:115]
[MAX_EDGE:10000]
[IS_METAL]
[ITEMS_HARD][ITEMS_METAL][ITEMS_BARRED][ITEMS_SCALED]
[STATE_COLOR:ALL_SOLID:BLACK]
[STOCKPILE_THREAD_METAL]
[WAFERS]
[INORGANIC:CELESTIUM_ORE_STL]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE_HLG]
[DISPLAY_COLOR:6:0:1][TILE:'*']
[STATE_NAME_ADJ:ALL_SOLID:celestite]
[STATE_NAME_ADJ:LIQUID:molten celestite]
[STATE_NAME_ADJ:GAS:dust]
[ENVIRONMENT_SPEC:CELESTIAL_MARBLE_STL:CLUSTER_SMALL:100]
[ITEM_SYMBOL:'*']
[SOLID_DENSITY:6000]
[MATERIAL_VALUE:13]
[IS_STONE]
[MELTING_POINT:12000]
[INORGANIC:CELESTIAL_MARBLE_STL]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE_HLG]
[STATE_NAME_ADJ:ALL_SOLID:celestial marble]
[TILE:176][DISPLAY_COLOR:6:0:1]
[ENVIRONMENT:METAMORPHIC:CLUSTER:50]
[IS_STONE]
[SOLID_DENSITY:6500]
[MATERIAL_VALUE:10]
Cool, just downloaded it, looking at BFEL's stuff right now...
What the? Why did you make the whole species male, and then make a caste that's female? You should have just made a male caste and left the species genderless by default.
No wonder castes hate you.
Looking more into it now.
Seriously, who taught you to mod?I taught myself. Using the wiki.
Most of the insults were meant in a joking manner, as I know him from Necrothreat, and know some of the horrors he's capable of making. :PActually I didn't make...well really ANYTHING in Necrothreat. I made the High Lord Threadnecromancers (who didn't work and all died in worldgen, consistently) and because I was having so many problems with it I eventually pretty much just handed it all to Talvieno and said "Fix this" and he did. And he made the entire mod. So yeah, pretty much all the insults, totally deserved. I'm working on it.
[CREATURE:REAVER_ANT_STL]
[NAME:reaver ant:reaver ants:reaver ant]
[CASTE_NAME:reaver ant:reaver ants:reaver ant]
[CREATURE_TILE:'a'][COLOR:4:0:0]
[DESCRIPTION:Dog-sized ants that march in massive columns through the underground. They tear apart whatever they find in their path, and their sheer numbers make them a deadly challenge.]
[PREFSTRING:terrifying columns]
[BODY:BASIC_INSECT_STL:ANT_TENNAE_STL:MANDIBLES_STL:2EYES_STL:BOOK_LUNGS_STL:BRAIN_STL:HEART_ABDOMEN_STL]
[CLUSTER_NUMBER:30:40][FREQUENCY:100]
[ALL_ACTIVE]
[CREATURE_CLASS:ALL][CREATURE_CLASS:ARTHROPOD][CREATURE_CLASS:INVERTEBRATE]
[LARGE_PREDATOR][MUNDANE][CHILD:1][NATURAL][LARGE_ROAMING]
[BIOME:SUBTERRANEAN_CHASM][POPULATION_NUMBER:8000:12000][UNDERGROUND_DEPTH:1:2]
[LIKES_FIGHTING]
[PET_EXOTIC][PETVALUE:100]
[BODY_DETAIL_PLAN:LIGHT_CHITIN_MATERIALS_STL]
[BODY_DETAIL_PLAN:LIGHT_CHITIN_TISSUES_STL]
[BODY_DETAIL_PLAN:INSECT_LAYERS_STL]
[BODY_DETAIL_PLAN:INSECT_POSITIONS_STL]
[APPLY_CREATURE_VARIATION:BITE_MANDIBLE_STL]
[APPLY_CREATURE_VARIATION:STING_INJECTION_STL]
[APPLY_CREATURE_VARIATION:IS_INSECT_STL]
[APPLY_CREATURE_VARIATION:APPEARANCE_VARIABILITY_BODYSIZE_HLG]
[APPLY_CREATURE_VARIATION:APPEARANCE_VARIABILITY_ANT_COLOR_STL]
[APPLY_CREATURE_VARIATION:APPEARANCE_VARIABILITY_INSECT_EYES_STL]
[BLOOD:LOCAL_CREATURE_MAT:HEMOLYMPH:LIQUID]
[CASTE:QUEEN]
[CASTE_NAME:reaver ant queen:reaver ant queens:reaver ant]
[FEMALE]
[POP_RATIO:1]
[BODY_SIZE:48000]
[BODY_SIZE:0:0:5000]
[BODY_SIZE:2:0:48000]
[CASTE:MALE]
[CASTE_NAME:reaver ant drone:reaver ant drones:reaver ant]
[POP_RATIO:10]
[BODY_SIZE:32000]
[BODY_SIZE:0:0:5000]
[BODY_SIZE:2:0:32000]
[MALE]
[CASTE:REAVER]
[CASTE_NAME:reaver ant:reaver ants:reaver ant]
[POP_RATIO:1000]
[BODY_SIZE:32000]
[BODY_SIZE:0:0:5000]
[BODY_SIZE:2:0:32000]
[MAXAGE:2:3]
[CREATURE:BANDIT_MOTH_STL]
[NAME:bandit moth:bandit moths:bandit moth]
[CASTE_NAME:bandit moth:bandit moths:bandit moth]
[CREATURE_TILE:'M'][COLOR:0:0:1]
[DESCRIPTION:A giant moth that is uncontrollably attracted to shiny objects, and objects in general.]
[PREFSTRING:larcenous ways][PREFSTRING:mighty wingspan]
[BODY:BASIC_INSECT_STL:ANTENNAE_STL:WINGS_STL:PROBOSCIS_STL:2EYES_STL:BOOK_LUNGS_STL:BRAIN_STL:HEART_ABDOMEN_STL]
[BODY_SIZE:1100000] The size, roughly, of a beluga whale. With wings.
[BODY_SIZE:0:0:9000]
[BODY_SIZE:2:0:48000]
[BODY_SIZE:5:0:70000]
[BODY_SIZE:10:0:140000]
[BODY_SIZE:20:0:500000]
[BODY_SIZE:40:0:1100000]
[BODY_DETAIL_PLAN:LIGHT_CHITIN_MATERIALS_STL]
[BODY_DETAIL_PLAN:LIGHT_CHITIN_TISSUES_STL]
[BODY_DETAIL_PLAN:INSECT_LAYERS_STL]
[BODY_DETAIL_PLAN:INSECT_POSITIONS_STL]
[BODY_DETAIL_PLAN:LEPIDOPTERID_STL]
[APPLY_CREATURE_VARIATION:BITE_PROBOSCIS_SUCK_STL]
[APPLY_CREATURE_VARIATION:IS_INSECT_STL]
[APPLY_CREATURE_VARIATION:APPEARANCE_VARIABILITY_BODYSIZE_HLG]
[APPLY_CREATURE_VARIATION:APPEARANCE_VARIABILITY_INSECT_EYES_STL]
[APPLY_CREATURE_VARIATION:APPEARANCE_VARIABILITY_MOTH_WINGS_STL]
[BLOOD:LOCAL_CREATURE_MAT:HEMOLYMPH:LIQUID]
[BIOME:ANY_LAND][FREQUENCY:20][CLUSTER_NUMBER:1:1][POPULATION_NUMBER:20:80]
[FLEEQUICK][CURIOUSBEAST_ITEM][FLIER]
[CASTE:FEMALE]
[FEMALE]
[MULTIPLE_LITTER_RARE]
[CASTE:MALE]
[MALE]
[CREATURE:TRILOBITE_STL]
[NAME:trilobite:trilobites:trilobite]
[CASTE_NAME:trilobite:trilobites:trilobites]
[DESCRIPTION:Hardy, diverse organisms, found in varying forms across the oceans and rivers of the world.]
[CREATURE_TILE:172][COLOR:4:9:0]
[BODY:VERMIN_BODY_HLG]
[PREFSTRING:meatball-like characteristics]
[VERMIN_FISH][FISHITEM][IMMOBILE_LAND][VERMIN_NOTRAP][VERMIN_GROUNDER]
[UBIQUITOUS]
[MUNDANE][NOT_BUTCHERABLE]
[BIOME:ANY_OCEAN]
[BIOME:ANY_LAKE]
[BIOME:ANY_RIVER][POPULATION_NUMBER:1000:1500]
[BODY_DETAIL_PLAN:LIGHT_CHITIN_MATERIALS_STL]
[BODY_DETAIL_PLAN:LIGHT_CHITIN_TISSUES_STL]
[BODY_DETAIL_PLAN:INSECT_LAYERS_STL]
[CREATURE_CLASS:ALL][CREATURE_CLASS:INVERTEBRATE][CREATURE_CLASS:ARTHROPOD]
[BODY_SIZE:70]
[NO_DRINK]
[SWIMS_INNATE][SWIM_SPEED:800] They're like rocket-propelled meatballs!
[CASTE:FEMALE]
[FEMALE]
[CASTE:MALE]
[MALE]
[CREATURE:AESHNIDA_STL]
[NAME:aeshnida:aeshnidae:aeshnida]
[CASTE_NAME:aeshnida:aeshnidae:aeshnida]
[CREATURE_TILE:'d'][COLOR:2:0:0]
[DESCRIPTION:A large dragonfly that darts through the air with precision and inborn skill as it searches for prey.]
[PREFSTRING:precise movements]
[BODY:BASIC_INSECT_STL:ANTENNAE_STL:4WINGS_STL:MANDIBLES_STL:2EYES_STL:BOOK_LUNGS_STL:BRAIN_STL:HEART_ABDOMEN_STL]
[BODY_SIZE:4600]
[BODY_SIZE:0:0:500]
[BODY_SIZE:1:0:2000]
[BODY_SIZE:2:180:4600]
[CHILD:2][PET][PETVALUE:100]
[BENIGN]
[BODY_DETAIL_PLAN:LIGHT_CHITIN_MATERIALS_STL]
[BODY_DETAIL_PLAN:LIGHT_CHITIN_TISSUES_STL]
[BODY_DETAIL_PLAN:INSECT_LAYERS_STL]
[BODY_DETAIL_PLAN:INSECT_POSITIONS_STL]
[APPLY_CREATURE_VARIATION:BITE_MANDIBLE_STL]
[APPLY_CREATURE_VARIATION:IS_INSECT_STL]
[APPLY_CREATURE_VARIATION:APPEARANCE_VARIABILITY_BODYSIZE_HLG]
[APPLY_CREATURE_VARIATION:APPEARANCE_VARIABILITY_INSECT_EYES_STL]
[APPLY_CREATURE_VARIATION:APPEARANCE_VARIABILITY_DRAGONFLY_COLOR_STL]
[DIVE_HUNTS_VERMIN]
[FLIER]
[LARGE_ROAMING]
[POPULATION_NUMBER:900:1100][CLUSTER_NUMBER:3:5][LOOSE_CLUSTERS]
[BIOME:ANY_TROPICAL]
[BIOME:ANY_SAVANNA]
[CASTE:FEMALE]
[FEMALE]
[CASTE:MALE]
[MALE]
[PLANT:UMBRELLA_TREE_STL]
[NAME:umbrella tree]
[NAME_PLURAL:umbrella trees]
[ADJ:umbrellawood]
[USE_MATERIAL_TEMPLATE:STRUCTURE:PLANT_STRUCTURE_HLG]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURE]
[PREFSTRING:shady canopy]
[USE_MATERIAL_TEMPLATE:WOOD:PLANT_STRUCTURE_HLG]
[STATE_NAME:ALL_SOLID:umbrella wood]
[STATE_ADJ:ALL_SOLID:umbrella wood]
[PREFIX:NONE]
[STATE_COLOR:ALL_SOLID:BROWN]
[DISPLAY_COLOR:6:0:0]
[WOOD]
[TREE:LOCAL_PLANT_MAT:WOOD]
[WET][DRY]
[BIOME:ANY_SAVANNA]
[TREE_TILE:226]
[TREE_COLOR:2:0:0]
[SAPLING_COLOR:2:0:0]
[PLANT:CINDERWOOD_TREE_STL]
[NAME:cinderwood tree]
[NAME_PLURAL:cinderwood trees]
[ADJ:cinderwood]
[USE_MATERIAL_TEMPLATE:STRUCTURE:PLANT_STRUCTURE_HLG]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURE]
[PREFSTRING:volatility][PREFSTRING:choking shroud of smoke]
[USE_MATERIAL_TEMPLATE:WOOD:PLANT_STRUCTURE_HLG]
[STATE_NAME:ALL_SOLID:cinderwood]
[STATE_ADJ:ALL_SOLID:cinderwood]
[PREFIX:NONE]
[STATE_COLOR:ALL_SOLID:RUST]
[DISPLAY_COLOR:4:0:0]
[HEATDAM_POINT:NONE] "Like eternal columns of the blackest smoke they stand, grim sentinels holding vigil o'er the endless sand..."
[IGNITE_POINT:9000]
[WOOD]
[TREE:LOCAL_PLANT_MAT:WOOD]
[DRY]
[BIOME:ANY_DESERT]
[TREE_TILE:198]
[TREE_COLOR:4:0:0]
[SAPLING_COLOR:4:0:0]
[PLANT:CORAL_FUNGUS_STL]
[NAME:coral fungus]
[NAME_PLURAL:coral fungi]
[ADJ:coral fungus]
[FREQUENCY:100]
[USE_MATERIAL_TEMPLATE:STRUCTURE:PLANT_STRUCTURE_HLG]
[MATERIAL_VALUE:10]
[EDIBLE_VERMIN]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURE]
[PREFSTRING:exotic color]
[PREFSTRING:branches]
[SUMMER][SPRING][AUTUMN][WINTER]
[GROWDUR:500][CLUSTERSIZE:3]
[PICKED_TILE:3][PICKED_COLOR:5:0:0]
[USE_MATERIAL_TEMPLATE:SEED:PLANT_STRUCTURE_HLG]
[SEED_MAT]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[SEED:coral fungus spore:coral fungus spores:5:0:0:LOCAL_PLANT_MAT:SEED]
[WET][DRY]
[BIOME:SUBTERRANEAN_WATER][UNDERGROUND_DEPTH:1:3]
[SHRUB_TILE:3][SHRUB_COLOR:5:0:0]
[DEAD_SHRUB_TILE:3]
[DEAD_SHRUB_COLOR:6:0:0]
No, but look at the top level of your embark site. Notice every instance of pebbles, or stone floor, or boulders? None of those can be composed of [SOIL] and that's hard-coded. When you embark with every [STONE] set as [SOIL], those spots are, according to the game, not made of *anything*. Which means, apparently, that they're made of *EVERYTHING*.
So they strobe, flashing every color available to the game. Trying to examine the tiles reveal that they're changing the material that defines them many times per second. It's eye-breaking.
This also happens if you embark with stone existing, then use CHANGELAYER to turn all of the stone into soil layers, or turn the existing stone into soil by modding.
Wait, do we have any alcohol in this yet?
I would love to be the first to add proper drinks to this.
Hehe, I'd like a modding turn.
Third post in a row, but since they're all on different topics I feel it's clearer this way for everyone. Leibowitz, are you sure that cinderwood tree won't again make poor wood-using races make their equipment out of it? This one seems to be available on the surface.
I'll check on the issue of embark items, but the six cinderwood logs in the wagon when I tested first didn't cause any harm at all to anything else, or even themselves really since there's no heatdam point.
Is it ok if I take the BFEL play turn? I'll go ahead and start now, but I won't be shocked if you say no.
Pretty sure we were working on a first come, first serve basis. You want to play, play! :)
Spider-Centaur progress...proceeding. They're at the same stage the vespulae were at on first playtest, which is to say Spiderling Uno fell over and suffocated. I can work with that.
Pretty sure we were working on a first come, first serve basis. You want to play, play! :)
Spider-Centaur progress...proceeding. They're at the same stage the vespulae were at on first playtest, which is to say Spiderling Uno fell over and suffocated. I can work with that.
What is your problem with creatures that breathe? XD Is it too loud for you? *ragged breathing* "STOP DAT!" *suffocates*
[CREATURE:SPIDER_CENTAUR_STL]
[NAME:spider-centaur:spider-centaurs:spider-centaur]
[CREATURE_TILE:'C'][COLOR:7:0:0]
[DESCRIPTION:The horrifically deformed victims of the Gods' Arena, merged with spiders by the Entomologist. The damage wreaked by their almost-deaths has stripped them of their self control and sanity, reducing them to gibbering wrecks.]
[PREFSTRING:horrific visages][PREFSTRING:deadly accuracy with the bow]
[CAN_SPEAK][CAN_LEARN]
[NOFEAR][PRONE_TO_RAGE:20]
[BODY:SPIDER_CENTAUR_STL:ARMS_HLG:BOOK_LUNGS_STL:EXTERNAL_EARS_HLG]
[BODY_DETAIL_PLAN:LIGHT_CHITIN_MATERIALS_STL]
[BODY_DETAIL_PLAN:LIGHT_CHITIN_TISSUES_STL]
[BODY_DETAIL_PLAN:CORE_MATERIALS_HLG]
[BODY_DETAIL_PLAN:CORE_TISSUES_HLG]
[BODY_DETAIL_PLAN:SPIDERLING_LAYERS_STL]
[BODY_DETAIL_PLAN:ARMS_LAYERS_HLG]
[BODY_DETAIL_PLAN:EXTERNAL_EARS_LAYERS_HLG]
[BODY_DETAIL_PLAN:CORE_LAYERS_HLG]
[BODY_SIZE:46000]
[BODY_SIZE:0:0:4000]
[BODY_SIZE:1:0:12000]
[BODY_SIZE:10:0:46000]
[EXTRAVISION]
[MANNERISM_LAUGH]
[MANNERISM_BREATH]
[MANNERISM_HANDS:hand]
[APPLY_CREATURE_VARIATION:PUNCH_HLG]
[APPLY_CREATURE_VARIATION:BITE_NO_LATCH_HLG]
[APPLY_CREATURE_VARIATION:IS_INSECT_STL]
[APPLY_CREATURE_VARIATION:APPEARANCE_VARIABILITY_BODYSIZE_HLG]
[APPLY_CREATURE_VARIATION:APPEARANCE_VARIABILITY_SKIN_COLOR_STL]
[APPLY_CREATURE_VARIATION:APPEARANCE_VARIABILITY_SPIDERLING_COLOR_STL]
[CASTE:FEMALE]
[FEMALE]
[CASTE_NAME:spider-centauress:spider-centauresses:spider-centauress]
[LITTERSIZE:3:5]
[POP_RATIO:10]
[CASTE:MALE]
[MALE]
[CASTE_NAME:spider-centaur:spider-centaurs:spider-centaur]
[POP_RATIO:9]
[CASTE:BRUTE]Bigger, smarter, more violent, and altogether a tougher foe.
[CASTE_NAME:spider-centaur brute:spider-centaur brutes:spider-centaur brute]
[POP_RATIO:1]
[BODY_SIZE:57000]
[BODY_SIZE:0:0:4000]
[BODY_SIZE:1:0:18000]
[BODY_SIZE:10:0:57000]
[TRANCES][PRONE_TO_RAGE:30]
[SKILL_LEARN_RATE:BOW:120]
[SKILL_LEARN_RATE:MACE:120]
[SKILL_LEARN_RATE:RANGED_COMBAT:120]
[SKILL_LEARN_RATE:MELEE_COMBAT:120]
[SKILL_LEARN_RATE:DODGING:120]
[ENTITY:CENTAUR]
[ADVENTURE_TIER:4]
[CREATURE:SPIDER_CENTAUR_STL]
[START_BIOME:NOT_FREEZING]
[BIOME_SUPPORT:ANY_WETLAND:5]
[BIOME_SUPPORT:ANY_TROPICAL_FOREST:3]
[BIOME_SUPPORT:TUNDRA:1]
[DEFAULT_SITE_TYPE:CAVE]
[LIKES_SITE:CAVE]
[TOLERATES_SITE:DARK_FORTRESS]
[TOLERATES_SITE:CITY]
[WORLD_CONSTRUCTION:TUNNEL]
[START_GROUP_NUMBER:10]
[MAX_POP_NUMBER:10000]
[MAX_SITE_POP_NUMBER:400]
[MAX_STARTING_CIV_NUMBER:4]
##JOBS##
[PERMITTED_JOB:MECHANIC]
[PERMITTED_JOB:MINER]
[PERMITTED_JOB:PLANTER]
[PERMITTED_JOB:HERBALIST]
[PERMITTED_JOB:BREWER]
[PERMITTED_JOB:BOWYER]
[PERMITTED_JOB:WOODCUTTER]
[PERMITTED_JOB:CARPENTER]
[PERMITTED_JOB:BLACKSMITH]
[PERMITTED_JOB:WEAPONSMITH]
[PERMITTED_JOB:ARMORER]
[PERMITTED_JOB:METALCRAFTER]
[PERMITTED_JOB:MASON]
[PERMITTED_JOB:ANIMAL_CARETAKER]
[PERMITTED_JOB:ANIMAL_TRAINER]
[PERMITTED_JOB:TRAPPER]
[PERMITTED_JOB:WOODCRAFTER]
[PERMITTED_JOB:STONECRAFTER]
[PERMITTED_JOB:LEATHERWORKER]
[PERMITTED_JOB:BONE_CARVER]
[PERMITTED_JOB:WEAVER]
[PERMITTED_JOB:CLOTHIER]
[PERMITTED_JOB:FISHERMAN]
[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:SOAP_MAKER]
[PERMITTED_JOB:POTASH_MAKER]
[PERMITTED_JOB:LYE_MAKER]
[PERMITTED_JOB:CLERK]
[PERMITTED_JOB:ADMINISTRATOR]
[PERMITTED_JOB:TRADER]
[PERMITTED_JOB:ARCHITECT]
[PERMITTED_JOB:GLAZER]
[PERMITTED_JOB:POTTER]
[PERMITTED_JOB:PRESSER]
[PERMITTED_JOB:BEEKEEPER]
[PERMITTED_JOB:WAX_WORKER]
[PERMITTED_JOB:GLASSMAKER]
[PERMITTED_JOB:WOOD_BURNER]
[PERMITTED_JOB:DIAGNOSER]
[PERMITTED_JOB:BONE_SETTER]
[PERMITTED_JOB:SUTURER]
[PERMITTED_JOB:SURGEON]
##PHILOSOPHY (SUCH AS IT WERE)##
[RELIGION:PANTHEON]
[RELIGION_SPHERE:DEATH]
[RELIGION_SPHERE:DARKNESS]
[RELIGION_SPHERE:STARS]
[RELIGION_SPHERE:DEFORMITY]
[RELIGION_SPHERE:CHAOS]
[RELIGION_SPHERE:NIGHTMARES]
[RELIGION_SPHERE:TREACHERY]
[SPHERE_ALIGNMENT:DEFORMITY:1000]
[SPHERE_ALIGNMENT:DEATH:900]
[SPHERE_ALIGNMENT:DARKNESS:900]
[SPHERE_ALIGNMENT:CHAOS:800]
"Ethics? We have what, now?"
[ETHIC:ASSAULT:ACCEPTABLE]
[ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]
[ETHIC:EAT_SAPIENT_OTHER:ACCEPTABLE]
[ETHIC:KILL_ANIMAL:ACCEPTABLE]
[ETHIC:KILL_ENEMY:REQUIRED]
[ETHIC:KILL_ENTITY_MEMBER:ACCEPTABLE]
[ETHIC:KILL_NEUTRAL:ACCEPTABLE]
[ETHIC:KILL_PLANT:ACCEPTABLE]
[ETHIC:LYING:ACCEPTABLE]
[ETHIC:MAKE_TROPHY_ANIMAL:ACCEPTABLE]
[ETHIC:MAKE_TROPHY_SAME_RACE:ACCEPTABLE]
[ETHIC:MAKE_TROPHY_SAPIENT:REQUIRED]
[ETHIC:OATH_BREAKING:JUSTIFIED_IF_NO_REPERCUSSIONS]
[ETHIC:SLAVERY:ACCEPTABLE]
[ETHIC:THEFT:ACCEPTABLE]
[ETHIC:TORTURE_ANIMALS:ACCEPTABLE]
[ETHIC:TORTURE_AS_EXAMPLE:ACCEPTABLE]
[ETHIC:TORTURE_FOR_FUN:ACCEPTABLE]
[ETHIC:TORTURE_FOR_INFORMATION:ACCEPTABLE]
[ETHIC:TREASON:PERSONAL_MATTER]
[ETHIC:TRESPASSING:ACCEPTABLE]
[ETHIC:VANDALISM:ACCEPTABLE]
[AMBUSHER]
[ACTIVE_SEASON:WINTER]
[ABUSE_BODIES]
[BEAST_HUNTER]
[SCOUT]
[ITEM_THIEF]
[LOCAL_BANDITRY]
[PROGRESS_TRIGGER_POPULATION:2]
[PROGRESS_TRIGGER_TRADE:2]
[PROGRESS_TRIGGER_POP_SIEGE:2]
[PROGRESS_TRIGGER_TRADE_SIEGE:2]
[SIEGE]
##ARSENAL##
[WEAPON:ITEM_WEAPON_SPIKED_WHIP_STL]
[WEAPON:ITEM_WEAPON_MORNINGSTAR_STL]
[WEAPON:SHORT_BOW_HLG]
[AMMO:SMALL_ARROW_HLG]
[WEAPON:SMALL_HATCHET_HLG]
[WEAPON:SMALL_HATCHET_METAL_HLG]
[HELM:HEADSCARF_STL:COMMON]
##Reactions##
[PERMITTED_REACTION:BREW_HONEYWINE_STL]
[PERMITTED_REACTION:CAST_CRUDE_ANVIL_HLG]
[USE_ANIMAL_PRODUCTS]
[USE_EVIL_ANIMALS]
[USE_EVIL_PLANTS]
[USE_EVIL_WOOD]
[USE_MISC_PROCESSED_WOOD_PRODUCTS]
[INDOOR_FARMING]
[OUTDOOR_FARMING]
[METAL_PREF]
[STONE_PREF]
[WOOD_WEAPONS]
[OUTDOOR_WOOD]
[POSITION:WARLORD]
[NAME:warlord:warlords]
[ALLOWED_CREATURE:SPIDER_CENTAUR_STL:BRUTE]
[SUCCESSION:BY_HEIR]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[EXPORTED_IN_LEGENDS]
[DUTY_BOUND]
[FLASHES]
[PRECEDENCE:1]
[NUMBER:1]
[PUNISHMENT_EXEMPTION]
[MENIAL_WORK_EXEMPTION]
[RESPONSIBILITY:LAW_MAKING]
[RESPONSIBILITY:MILITARY_GOALS]
[RESPONSIBILITY:MILITARY_STRATEGY]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[POSITION:SPEAKER]
[NAME:speaker:speaker]
[APPOINTED_BY:WARLORD]
[DO_NOT_CULL]
[DUTY_BOUND]
[FLASHES]
[PRECEDENCE:2]
[NUMBER:5]
[PUNISHMENT_EXEMPTION]
[RESPONSIBILITY:ESTABLISH_COLONY_TRADE_AGREEMENTS]
[RESPONSIBILITY:MAKE_INTRODUCTIONS]
[RESPONSIBILITY:MAKE_PEACE_AGREEMENTS]
[RESPONSIBILITY:MAKE_TOPIC_AGREEMENTS]
No, it's a completely intentional feature. Face enables slashing to face but is non-essential and non brain damaging unlike entire head - look at real life facial reconstruction needing people.
[MILKABLE:INORGANIC:WATER:9600]
evidently does not work.
[CREATURE:WATER_GRUB_STL]
[NAME:water grub:water grubs:water grub]
[CASTE_NAME:water grub:water grubs:water grub]
[CREATURE_TILE:'w'][COLOR:1:0:0]
[DESCRIPTION:A small grubworm prized by desert-dwellers for its ability to absorb and concentrate moisture in the air.]
[PREFSTRING:ability to secrete water]
[BODY:WORMY_BODY_STL:CYCLOPS_STL:MAW_STL:BRAIN_STL]
[BODY_SIZE:1000]
[BODY_SIZE:0:0:100]
[BODY_SIZE:2:0:1000]
[CHILD:1]
[LARGE_ROAMING][PET][ALL_ACTIVE][BENIGN][PETVALUE:70]
[CREATURE_CLASS:ALL][CREATURE_CLASS:ARTHROPOD][CREATURE_CLASS:INVERTEBRATE]
[BIOME:ANY_DESERT][MUNDANE][NATURAL][COMMON_DOMESTIC]
[CLUSTER_NUMBER:1:3][POPULATION_NUMBER:4000:7000]
[BODY_DETAIL_PLAN:LIGHT_CHITIN_MATERIALS_STL]
[BODY_DETAIL_PLAN:LIGHT_CHITIN_TISSUES_STL]
[BODY_DETAIL_PLAN:INSECT_LAYERS_STL]
[BODY_DETAIL_PLAN:INSECT_POSITIONS_STL]
[APPLY_CREATURE_VARIATION:BITE_MAW_STL]
[APPLY_CREATURE_VARIATION:IS_INSECT_STL]
[APPLY_CREATURE_VARIATION:APPEARANCE_VARIABILITY_BODYSIZE_HLG]
[APPLY_CREATURE_VARIATION:APPEARANCE_VARIABILITY_INSECT_EYES_STL]
[BLOOD:LOCAL_CREATURE_MAT:HEMOLYMPH:LIQUID]
[CASTE:FEMALE]
[FEMALE]
[CASTE:MALE]
[MALE]
[MILKABLE:WATER:9600]
I did another...interesting playtest, to see that everything's working...and I learned at the worst possible time one particularly annoying, unplanned for thing that was removed: rock pots.
The poor hobbits of Aetherwild had nowhere to put their booze.
On top of that, I think the vaporization point of structural plant material might be a bit low to survive a scorching desert biome, as when I embarked not only did the wood hatchets vanish, the entire heartwood wagon disappeared.
snip
Ok, I need some help here, I made an interaction that currently does nothing (since it's a test) other than give someone a title, and an ability to transfer that same interaction to another person. However, when ever I try the interaction in the Arena, it automatically uses it on itself, instead of allowing me to target someone else. I already gave it the tag that it won't work if they already have it, but it still does it. Any advice?
Wow, I just genned my first world of this to test my stuff, and laughed so hard when I looked at the Legends.
First off, never seen the Age of Fairy Tales before, world started in it.
In 1, the Halfling Idiot Mightyflirty became the exalted stupidity of The Zealous Elder.
There is also mention of "The Darling of Dirts" and "The Halfwit of Past"
I like these languages.
[INORGANIC:PROMETHIUM_ORE_STL]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE_HLG]
[DISPLAY_COLOR:2:7:0][TILE:'*']
[STATE_NAME_ADJ:ALL_SOLID:kazbekite]
[STATE_NAME_ADJ:LIQUID:molten kazbekite]
[STATE_NAME_ADJ:GAS:dust]
[ENVIRONMENT:IGNEOUS_ALL:VEIN:80]
[ITEM_SYMBOL:'*']
[TILE:156]
[METAL_ORE:PROMETHIUM_METAL_STL:100]
[SOLID_DENSITY:6000]
[MATERIAL_VALUE:15]
[IS_STONE]
[MELTING_POINT:12570]
[INORGANIC:PROMETHIUM_METAL_STL] Averaged stats of nickel and copper.
[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE_HLG]
[STATE_NAME_ADJ:ALL_SOLID:promethium]
[STATE_NAME_ADJ:LIQUID:molten promethium]
[STATE_NAME_ADJ:GAS:boiling promethium]
[DISPLAY_COLOR:2:0:0]
[BUILD_COLOR:0:2:0]
[MATERIAL_VALUE:15]
[SPEC_HEAT:435]
[MELTING_POINT:12286]
[BOILING_POINT:14927]
[ITEMS_ARMOR]
[SOLID_DENSITY:8865]
[LIQUID_DENSITY:7915]
[MOLAR_MASS:61120]
[IMPACT_YIELD:157500]
[IMPACT_FRACTURE:665000]
[IMPACT_STRAIN_AT_YIELD:107]
[COMPRESSIVE_YIELD:157500]
[COMPRESSIVE_FRACTURE:665000]
[COMPRESSIVE_STRAIN_AT_YIELD:107]
[TENSILE_YIELD:45000]
[TENSILE_FRACTURE:190000]
[TENSILE_STRAIN_AT_YIELD:34]
[TORSION_YIELD:45000]
[TORSION_FRACTURE:190000]
[TORSION_STRAIN_AT_YIELD:86]
[SHEAR_YIELD:45000]
[SHEAR_FRACTURE:190000]
[SHEAR_STRAIN_AT_YIELD:86]
[BENDING_YIELD:45000]
[BENDING_FRACTURE:190000]
[BENDING_STRAIN_AT_YIELD:34]
[MAX_EDGE:1000]
[IS_METAL]
[ITEMS_HARD][ITEMS_METAL][ITEMS_BARRED][ITEMS_SCALED]
[STATE_COLOR:ALL_SOLID:GREEN]
[REACTION:BREW_HONEYWINE_STL]
[NAME:brew honeywine]
[BUILDING:STILL:CUSTOM_M]
[REAGENT:A:30:LIQUID_MISC:NONE:CREATURE_MAT:APHIDIDA_STL:HONEYDEW][UNROTTEN]
[REAGENT:A_HOLDER:1:NONE:NONE:NONE:NONE][CONTAINS:A][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:B_HOLDER:1:NONE:NONE:NONE:NONE][EMPTY][FOOD_STORAGE_CONTAINER][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:5:DRINK:NONE:GET_MATERIAL_FROM_REAGENT:A:DRINK_MAT][PRODUCT_TO_CONTAINER:B_HOLDER][PRODUCT_DIMENSION:150]
[SKILL:BREWING]
This is an awesome thread. I seriously need to learn how to work with the RAWs.
So the vampires have drained the blood of 5 of the six migrants that came in the summer. I think this is a pretty major bug and someone should look into it.
Holy crap this thread moves fast. Can someone fill me in? From what I gather:
-Due to how halfling initially set things up to reduce lag, there are no eyes/noses/mouths, just "face"
-Vampires are prolific and everyone wants to be one, asking the gods for it yearly
-Almost all animals are insects, arachnids, or dragons, except for ducks and dogs.
It just seems a bit odd that everyone's fondest dream is to become a vampire, so much that everyone prays for it at least once. Obviously, we must add some severe downsides to the whole vampire thing. I see we've got bat transformation, any skin-boiling metal syndromes?
No, downsides for the vampires themselves. There are ways to ensure vampires and other transformees, namely by having several semi-megabeast "Ur" ones generate who are set to be more prolific but die out relatively quickly.
I mean really VAMPIRESPLOSION? I love that this happened. I feel much less stupid now.
Not to say Halfling is stupid, just nice to know the inexplicable bugs happen to other people
Also, this might be one of the most hilarious bugs I've encountered.
Is today the day I must upload my work? I think it's been a week, but it's summer and my time sense is on vacation.
I can start a play turn later today as long as you guys are fine with videos instead of in character stories.I think we'll be fine with that. Would you mind giving BFEL raws a whirl? :)
[MATERIAL_TEMPLATE:HEMOLYMPH_TEMPLATE_STL] Hemolymph - the gray stuff that fills bugs' insides. "Ichor" - ha! I defy thee, Toady. Name it right.
[STATE_COLOR:ALL_SOLID:GRAY]
[STATE_NAME:ALL_SOLID:frozen hemolymph]
[STATE_ADJ:ALL_SOLID:frozen hemolymph]
[STATE_COLOR:LIQUID:BLUE]
[STATE_NAME:LIQUID:hemolymph]
[STATE_ADJ:LIQUID:hemolyph]
[STATE_COLOR:GAS:BLUE]
[STATE_NAME:GAS:spattering hemolymph]
[STATE_ADJ:GAS:spattering hemolymph]
[DISPLAY_COLOR:3:0:0]
[MATERIAL_VALUE:1]
[SPEC_HEAT:1000]
[MELTING_POINT:10000]
[BOILING_POINT:10180]
[HEATDAM_POINT:10100]
[COLDDAM_POINT:8950] Lower colddam point because hemolymph confers some protection against freezing. Hopefully this will do something.
[LIQUID_DENSITY:NONE]
[SOLID_DENSITY:500]
[MOLAR_MASS:NONE]
[IMPACT_YIELD:10000]
[IMPACT_FRACTURE:10000]
[IMPACT_STRAIN_AT_YIELD:100]
[COMPRESSIVE_YIELD:10000]
[COMPRESSIVE_FRACTURE:10000]
[COMPRESSIVE_STRAIN_AT_YIELD:100]
[TENSILE_YIELD:10000]
[TENSILE_FRACTURE:10000]
[TENSILE_STRAIN_AT_YIELD:100]
[TORSION_YIELD:10000]
[TORSION_FRACTURE:10000]
[TORSION_STRAIN_AT_YIELD:100]
[SHEAR_YIELD:6600] used high salinity ice
[SHEAR_FRACTURE:6600]
[SHEAR_STRAIN_AT_YIELD:100]
[BENDING_YIELD:10000]
[BENDING_FRACTURE:10000]
[BENDING_STRAIN_AT_YIELD:100]
[MAX_EDGE:500]
[ABSORPTION:100]
[IMPLIES_ANIMAL_KILL]
[ROTS]
[BLOOD_MAP_DESCRIPTOR]
[BLOOD:LOCAL_CREATURE_MAT:HEMOLYMPH:LIQUID]
snip
Ok, Since my interaction is still failing, I've been working on a crop that actually gives alcohol.
StLeibowitz, did you make an alcohol template for your stuff? I've made one but I want it to be more distinguished.
Sadly, I have made little progress learning to mod. What do you guys think of my ideas?
I haven't tested this explicitly, but I have a feeling that Jaded Slade is showing up as a usable material because it lacks [SPECIAL]. I know from the wiki that [SPECIAL] is implied by both [DEEP_SURFACE] and [DEEP_SPECIAL], and from experience that adamantine and slade will never show up in caravans... so theoretically, [SPECIAL] would keep it out of caravans without restricting it to hell
I don't know how to make DF model metamorphoses or a larval stage well.
Also, I found a vein of jaded slade in fortress mode. Saved my halflings from dying of thirst, too. Nice. Interesting how it had an aquifer deep in the earth.
Oh man, OCD people are going to flip the freak out when they play this mod, all right. That Jaded Slade, man, you are one cruel person.
Make sure to add [SYN_IMMUNE_CLASS:BOOZER] so we can have alcohol dependent races if need be.YYEESSSS.............
Mastahcheese, I'll incorporate your alcohol template and switch honeywine over to using it. Should make water grub unions happy! :)Sweet! Drunkenness for everyone!
Formics can make armor entirely of gems in worldgen/pre-embark mode:
*snippety*
Might be cool as a feature. Probably from [ITEMS_HARD] in stone template. I'm assuming can't be done in fort mode because there's no reaction to make armor from stone/gem.
Edit: wait, what?
*snippety-snip*
The same way spiders web through interactionssigh... I mean giving someone without webs, through an interaction, the correct tokens required to web.
Ok, then, what's keeping this from working like a spider?Spoiler (click to show/hide)
Actually I found a halfling town ruled by a castle full of elves. With halfling names. No treelords in sight. This is a little surprising to me since elves have UTTERANCES in this mod.
Wait, both Fallen Star and Meteoric Iron?
All right, I just made the inorganic, changed reaction to use it instead, still does absolutely nothing.You're trying to use a template like it's an inorganic. You need to actually make the inorganic.Ok, then, what's keeping this from working like a spider?Spoiler (click to show/hide)
Wait, both Fallen Star and Meteoric Iron?
What are you asking? ???
[CDI:MATERIAL:INORGANIC:CUSTOMMATERIAL:WEB_SPRAY]
Your interaction has nothing to actually define it as a web.
Shouldn't it be:That did it, thank you so much, that was the last link of it. It now works.Code: [Select][CDI:MATERIAL:INORGANIC:CUSTOMMATERIAL:WEB_SPRAY]
Your interaction has nothing to actually define it as a web.
Seems a little redundant. Maybe we should rename one of those materials.
How are we supposed to mine? DF wont give my halflings any form of digging implement. Which means they'll die of dehydration almost instantly come winter.
Ah, that'd be a side effect of using MC's alcohol template. Should be a quick fix, just need to duplicate his template and change the alcohol type token. No idea what's happening with the generic liquid; might be related to honeydew itself. Is it drinkable?
EDIT: And the ridiculous density for fallen stars is because I intended for them to literally be fallen stars :) Properly, they should really be black holes, but that would just be cruel to the miners.
Some other things:
Spider centaurs still don't have any equipment at all.
Queens are pretty easy to kill if you just slash them in the abdomen, but this may be intentional. Didn't look at your bodies again to check this. Anyway, two instakills that way.
*snippety*
On second thought, the queens are not that squishy to the average creature in the arena either. I guess they may be mostly squishy if you're a demigod vampire with a scimitar attacking them unexpectedly. The soldiers knew what was coming.
(*it will create bugged, random-material versions of such if you just add the token and just embark, that's been discussed above, but not desirable)
So I was playing the minimal version some, and I noticed one of my Halflings with a peculiar name.
Then I started noticing all the names of his family and his previous membership. Clearly this guy is pure evil, married to someone who knows but doesn't mind and won't tell with a kid who's blissfully ignorant and he has a dark and disturbed past. Even his parents sound like villains. He also happens to be both hunter and animal trainer for my settlement, so he has access to both a bow and the hounds.
I feel like this is a story waiting to happen, but I do not have the motivation to actually write anything. XD
You also stop aging, mostly just for your own protection in case a supernatural interaction is checking whether you're mortal, but if you want to start a crusade that lasts a thousand years... now you have the chance.You see, that's why Wizards checked for mortality at first, for stuff like this.
[CREATURE:SHADOW_STL]
[NAME:shadow:shadows:shadow]
[CASTE_NAME:shadow:shadows:shadow]
[CREATURE_TILE:'S'][COLOR:0:0:1]
[DESCRIPTION:The implacable shades of the past that the new gods thought had been erased. They lurk in the deep shadows of the frozen cavern at the root of the world, waiting for their chance to break free and relegate the new creatures of the world to shadows as well.]
[CREATURE_CLASS:SHADOW]
[INTELLIGENT]
[NO_EAT][NOBREATHE][NO_SLEEP][NO_DRINK][NOSTUN][NOBONES] Haha
[NOEMOTION][NOEXERT][NOFEAR][NOPAIN] Hahahhaha
[NOSKIN][NOT_LIVING][NOSTUCKINS][NO_GENDER] AHAHAHAHHAHA
[NOTHOUGHT][NO_THOUGHT_CENTER_FOR_MOVEMENT] MUAHAHAHAHAHAHAHAHAHAHA
[OPPOSED_TO_LIFE] We replaced them. They want us only to die.
[PARALYZEIMMUNE]
[CANOPENDOORS]
[EXTRAVISION][MAGMA_VISION]
[WEBIMMUNE]
[EQUIPS]
[BIOME:SUBTERRANEAN_CHASM][UNDERGROUND_DEPTH:5]
[CLUSTER_NUMBER:5:7][POPULATION_NUMBER:10000:20000]
[MATERIAL_FORCE_MULTIPLIER:INORGANIC:CELESTIUM_METAL_STL:10:1]
[USE_MATERIAL_TEMPLATE:POISON:INSECT_POISON_TEMPLATE_STL]
[STATE_NAME:ALL_SOLID:frozen shadow taint]
[STATE_ADJ:ALL_SOLID:frozen shadow taint]
[STATE_NAME:LIQUID:shadow taint]
[STATE_ADJ:LIQUID:shadow taint]
[STATE_NAME:GAS:boiling shadow taint]
[STATE_ADJ:GAS:boiling shadow taint]
[PREFIX:NONE]
[ENTERS_BLOOD]
[SYNDROME]
[SYN_NAME:shadow taint]
[SYN_AFFECTED_CLASS:ALL]
[SYN_INJECTED]
[CE_PAIN:SEV:1000:PROB:100:LOCALIZED:START:0:END:1500]
[CE_BODY_TRANSFORMATION:PROB:100:START:20]
[CE:CREATURE:SHADOW_STL:SHADE]
[CE_ADD_TAG:NOT_LIVING:START:20]
[CE_ADD_TAG:OPPOSED_TO_LIFE:START:20]
[CASTE:DWARF_SHADOW]
[CASTE_NAME:dwarven shadow:dwarven shadows:dwarven shadow]
[BODY:HUMANOID_OUTLINE_STL]
[BODY_DETAIL_PLAN:SHADOW_STL]
[APPLY_CREATURE_VARIATION:PUNCH_HLG]
[APPLY_CREATURE_VARIATION:KICK_HLG]
[APPLY_CREATURE_VARIATION:ROUNDHOUSE_KICK_HLG]
[APPLY_CREATURE_VARIATION:SHADOW_CLAW_INFECT_STL]
[BODY_SIZE:60000]
[BUILDINGDESTROYER:2]
[CASTE:HUMAN_SHADOW]
[CASTE_NAME:human shadow:human shadows:human shadow]
[BODY:HUMANOID_OUTLINE_STL]
[BODY_DETAIL_PLAN:SHADOW_STL]
[APPLY_CREATURE_VARIATION:PUNCH_HLG]
[APPLY_CREATURE_VARIATION:KICK_HLG]
[APPLY_CREATURE_VARIATION:ROUNDHOUSE_KICK_HLG]
[APPLY_CREATURE_VARIATION:SHADOW_CLAW_INFECT_STL]
[BODY_SIZE:70000]
[LOCKPICKER]
[CASTE:GOBLIN_SHADOW]
[CASTE_NAME:goblin shadow:goblin shadows:goblin shadow]
[BODY:HUMANOID_OUTLINE_STL]
[BODY_DETAIL_PLAN:SHADOW_STL]
[APPLY_CREATURE_VARIATION:PUNCH_HLG]
[APPLY_CREATURE_VARIATION:KICK_HLG]
[APPLY_CREATURE_VARIATION:ROUNDHOUSE_KICK_HLG]
[APPLY_CREATURE_VARIATION:SHADOW_CLAW_INFECT_STL]
[BODY_SIZE:60000]
[BUILDINGDESTROYER:1]
[CASTE:KOBOLD_SHADOW]
[CASTE_NAME:kobold shadow:kobold shadows:kobold shadow]
[BODY:HUMANOID_OUTLINE_STL]
[BODY_DETAIL_PLAN:SHADOW_STL]
[APPLY_CREATURE_VARIATION:PUNCH_HLG]
[APPLY_CREATURE_VARIATION:KICK_HLG]
[APPLY_CREATURE_VARIATION:ROUNDHOUSE_KICK_HLG]
[APPLY_CREATURE_VARIATION:SHADOW_CLAW_INFECT_STL]
[BODY_SIZE:20000]
[LOCKPICKER]
[MISCHIEVOUS]
[CASTE:SHADE]
[CASTE_NAME:shade:shades:shade]
[BODY:HUMANOID_OUTLINE_STL]
[BODY_DETAIL_PLAN:SHADOW_STL]
[APPLY_CREATURE_VARIATION:PUNCH_HLG]
[APPLY_CREATURE_VARIATION:KICK_HLG]
[APPLY_CREATURE_VARIATION:ROUNDHOUSE_KICK_HLG]
[APPLY_CREATURE_VARIATION:SHADOW_CLAW_INFECT_STL]
[BODY_SIZE:60000]
[BUILDINGDESTROYER:2]
[NO_EAT][NOBREATHE][NO_SLEEP][NO_DRINK][NOSTUN][NOBONES]
[NOEMOTION][NOEXERT][NOFEAR][NOPAIN]
[NOSKIN][NOT_LIVING][NOSTUCKINS][NO_GENDER]
[NOTHOUGHT][NO_THOUGHT_CENTER_FOR_MOVEMENT]
edit: Specifically, I dug all the way down to hell, had a hastily drafted squad go explore and reveal every tile down there, and then just sat around for 10 minutes, dfhack slayrace-ing everything that spawned on the surface, in the hopes I could get Kea to show up in hell.
When that didn't work, I cracked the caverns, and continued casting scrolls of genocide. Eventually I gave up and decided that it wasn't working. :(
I will, however, be for-sure defining a pseudo-ice material and giving it DEEP_SURFACE. I might do the DEEP_SPECIAL too... It would be funny to use my supermetal for it, as it's a pain in the royal ass to smelt. I probably won't, unless we really can't figure out how to spawn guys in hell, as the clown car is supposed to be the deterrent.
We could even just make a semi-generic stone to replace the jaded slade in the spires until we decide on what we're actually going to use.
Was thinking about something. Q for all: does DF scratch run faster for you than vanilla? For me the startup, even to arena, at least is so much faster it's amazing. Logic says this should be faster all around.
My Halfling Fortress is progressing nicely. But for some reason, they all have little flashign X's on them, and there are large amounts of dried vomit all over the place. Whats up with that?
Yeah, I've noticed a speed-up, particularly when genning new worlds. That may have something to do with the rather small pool of words with which to name things.
My Halfling Fortress is progressing nicely. But for some reason, they all have little flashing X's on them, and there are large amounts of dried vomit all over the place. Whats up with that?
Edit: it is also called "Blackidiot" by the new RNG. One of the members is called "Halfling Flaxoaf"
It's like DF inhaled a peanut.
The much smaller pool of total creatures/objects to select from probably helps. AFIK we barely have any vermin varieties.
Ooh, thanks for explaining it was the fact they were surviving off booze.
I've got a well built now (finally) at the cost of one of my miners. He decided, as soon as he dug the channel which let the river into the cistern, to JUMP IN, and was swept away, drowning shortly after.
Uh oh. Is there any way i can get rid of his corpse? I'd hate for hisidiocysacrifice to have been in vain
I know Masterwork DF has some creatures that spawn in Hell, but I've never actually breached the HFS in that mod to see them in action. A test would be a good thing.
The first version of the raws is in the OP.
My Halfling Fortress is progressing nicely. But for some reason, they all have little flashing X's on them, and there are large amounts of dried vomit all over the place. Whats up with that?LOLOLOLOLOLOL. Ahem, cough cough ha.
Not much happened in this update. There's only one picture, I would have taken more, but not much that happened seemed like it needed a picture to go along with it.Spoiler: Formic Playtest Update 3 (click to show/hide)
Can we only make additions to this if we sign up for a modding turn? I only want to do some minor things, such as add a little variety to metals.This is in the first post. ;p
Posting your unpublished raws in this thread is awesome. It's up to the modder whose turn it is to implement it if he wants. You are obviously allowed to throw anything and everything at us. However it would be swell ifI recommend using the code tags if you post any raws, but spoilers should be fine too. Here's some things I think we need more of: Sand/Soil/Clay(Pretty sure we have 0 types of clay. Of course if we can't redesign clay enough for it to be considered from scratch, so be it. I'm almost certain that's what's causing the ground to think it's everything sometimes though), Stone(possibly some magma safe types if we don't have many), tree types, surface and cavern(If i remember correctly the first cavern is completely empty of trees) and metal(weapons grade or otherwise. a cheap metal to make initial tools cost less would be great).
- You posted the raws as text
- There's a short description of what it does
- and maybe a screenshot to show it works
Can we only make additions to this if we sign up for a modding turn? I only want to do some minor things, such as add a little variety to metals.
(Pretty sure we have 0 types of clay. Of course if we can't redesign clay enough for it to be considered from scratch, so be it. I'm almost certain that's what's causing the ground to think it's everything sometimes though)
Here's some things I think we need more of: Sand/Soil/Clay ... Stone ... and metal[/size].
more stone, more metals, please. More everything would be nice but those are probably a priority. :D
[OBJECT:INORGANIC]
[INORGANIC:BLUESTEEL_DSD]
[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE_HLG]
[STATE_NAME_ADJ:ALL_SOLID:bluesteel]
[STATE_NAME_ADJ:LIQUID:molten bluesteel]
[STATE_NAME_ADJ:GAS:gaseous bluesteel]
[DISPLAY_COLOR:7:8:2]
[BUILD_COLOR:7:8:2]
[MATERIAL_VALUE:10]
[ITEMS_WEAPON][ITEMS_WEAPON_RANGED][ITEMS_AMMO][ITEMS_DIGGER][ITEMS_ARMOR]
[ITEMS_HARD][ITEMS_METAL]
[STATE_COLOR:ALL_SOLID:AZURE]
[INORGANIC:BLUESTEEL_ORE_1_DSD]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE_HLG]
[DISPLAY_COLOR:6:7:2][TILE:'*']
[STATE_NAME_ADJ:ALL_SOLID:shimmerrock]
[STATE_NAME_ADJ:LIQUID:molten shimmerrock]
[STATE_NAME_ADJ:GAS:shimmerock dust]
[ENVIRONMENT_SPEC:ROCK_HLG:CLUSTER:100]
[ITEM_SYMBOL:'*']
[METAL_ORE:METEORIC_IRON_HLG:100]
[SOLID_DENSITY:52000]
[MATERIAL_VALUE:5]
[IS_STONE]
[MELTING_POINT:11500]
[INORGANIC:JAGGED_SAND_DSD]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE_HLG]
[STATE_COLOR:ALL_SOLID:BUFF]
[STATE_NAME_ADJ:ALL_SOLID:jagged sand]
[STATE_NAME_ADJ:LIQUID:n/a]
[STATE_NAME_ADJ:GAS:airborne jagged sand]
[TILE:178][DISPLAY_COLOR:7:12:0]
[SOIL_SAND]
Here's some things I think we need more of: Sand/Soil/Clay ... Stone ... and metal[/size].more stone, more metals, please. More everything would be nice but those are probably a priority. :D
Huh. I keep saying that my entire turn is focusing on inorganics. Weird. >.>
Basic stuff, but variety is variety, and this is the first time I've ever even LOOKED at the df files.Spoiler (click to show/hide)
They will show up more in anything that natively uses symbol UNTOWARD. I'm still not clear on which uses what. Symbols can't be just made up - it seems like megabeasts, for example, use ASSERTIVE a lot IIRC from my testing with even smaller languages (try only adding one or two words per symbol).
As a guess, assertive could relate to freedom, and savage from storms, but that's just guessing.
Apart from UNTOWARD, no symbol has been removed from the language files, so in that regard you're good to go. You can keep it in, if you like - there's no problem with having more symbols than vanilla, if you want to use them for the SELECT_SYMBOL and SUBSELECT_SYMBOL tokens. I think NAME_BUILDING_TOMB is the only symbol that has been added in that time. The full list of vanilla symbols is this:Spoiler (click to show/hide)
Symbols CAN just be made up, they're defined in the RAWs. I think spheres are hardcoded, though.
Thanks. What's the source of that symbol list? Modding forum didn't find it.My vanilla DF install. I just used grep and sorted the output.
Thanks. What's the source of that symbol list? Modding forum didn't find it.My vanilla DF install. I just used grep and sorted the output.
That... would seem like the logical place to go to rather than strings > stringdump > manual search which was my MO. :D Oh wow. Anyway, great, thanks.Of course, that is the best way to find undocumented tokens on release days. :)
My work on modding in the new race that will deliver the wizard syndromes in coming along..... sort of. They keep wanting to give the magic powers to each other, even though their race is exempt from being targeted, or to wild animals, despite them not being intelligent. I'll get it one of these days! Also, the new race will be mainly for a friendly trade race.That's the only post I've read other than the first 3 pages.
That is amazing, for that, I will get to work on it.My work on modding in the new race that will deliver the wizard syndromes in coming along..... sort of. They keep wanting to give the magic powers to each other, even though their race is exempt from being targeted, or to wild animals, despite them not being intelligent. I'll get it one of these days! Also, the new race will be mainly for a friendly trade race.That's the only post I've read other than the first 3 pages.
I REALLY want to play this.
I'll play this.
Throw me in the player pool too. This sounds fantastic.
Its been a few months since I played DF, and I wanted to see what themodding section has done in the meantimethis is apparently in the games and stories, I wonder how I got here... I find this and am intrigued, may I play? (I should also brush up on modding as well, though don't add me to the modder list.)
You have no idea how many logs this has taken
Hey guys, can I make a request? could you all add appropriate STATE_COLOR to all the new materials you make? This will make things work much better in Stonesense, since it reads that when it doesn't have its own color definitions.
*** Error(s) found in the file "raw/objects/creature_devil_vermin_STL.txt"
Unrecognized CE_BLEEDING token: 4800
Unrecognized CE_BLEEDING token: 7200
*** Error(s) found in the file "raw/objects/creature_insects_STL.txt"
FORMICS_STL Color Mod Ending With (MAROON,2) Was Not Used
FORMICS_STL Color Mod Ending With (RED,2) Was Not Used
*** Error(s) finalizing the creature BANDIT_MOTH_STL
BANDIT_MOTH_STL:FEMALE:right wing, layer 1: Tissue WING_SCALES was not found, using first tissue instead
BANDIT_MOTH_STL:FEMALE:left wing, layer 1: Tissue WING_SCALES was not found, using first tissue instead
BANDIT_MOTH_STL:MALE:right wing, layer 1: Tissue WING_SCALES was not found, using first tissue instead
BANDIT_MOTH_STL:MALE:left wing, layer 1: Tissue WING_SCALES was not found, using first tissue instead
Cannot generate random creatures -- missing body gloss RCP_GLOSS_PAW
Hey guys, can I make a request? could you all add appropriate STATE_COLOR to all the new materials you make? This will make things work much better in Stonesense, since it reads that when it doesn't have its own color definitions.
Seems reasonable. I'll put it into rules as a suggestion, but what exactly is required? Is [STATE_COLOR:ALL:] acceptable?
When I start an embark (waiting for the wizards :P) I'm going to make eight posts in a row, one per season in my two year trial.Lol, I'm working on tehm, they're very tricky. The thing is, the races that brings in the wizards doesn't actually have magic at all, they just give it to those that come in contact with them, but I'm still working on it. Nice to see some enthusiasm, though, any particular wizard types you'd like to see?
[CREATURE:GROWTH_GRUB_ASB]
[NAME:growth grub:growth grubs:growth grub]
[CASTE_NAME:growth grub:growth grubs:growth grub]
[CREATURE_TILE:'g'][COLOR:2:0:0]
[DESCRIPTION:A grubworm that is considered invaluable to desert-dwellers due to the fact that it continues growing for its entire life.]
[PREFSTRING:ability to grow endlessly]
[BODY:WORMY_BODY_STL:CYCLOPS_STL:MAW_STL:BRAIN_STL]
[BODY_SIZE:0:0:100]
[BODY_SIZE:20:0:400000]
[CHILD:1]
[LARGE_ROAMING][PET][ALL_ACTIVE][BENIGN][PETVALUE:1300]
[CREATURE_CLASS:ALL][CREATURE_CLASS:ARTHROPOD][CREATURE_CLASS:INVERTEBRATE]
[BIOME:ANY_DESERT][MUNDANE][NATURAL][COMMON_DOMESTIC]
[CLUSTER_NUMBER:1:3][POPULATION_NUMBER:4000:7000]
[BODY_DETAIL_PLAN:LIGHT_CHITIN_MATERIALS_STL]
[BODY_DETAIL_PLAN:LIGHT_CHITIN_TISSUES_STL]
[BODY_DETAIL_PLAN:INSECT_LAYERS_STL]
[BODY_DETAIL_PLAN:INSECT_POSITIONS_STL]
[APPLY_CREATURE_VARIATION:BITE_MAW_STL]
[APPLY_CREATURE_VARIATION:IS_INSECT_STL]
[APPLY_CREATURE_VARIATION:APPEARANCE_VARIABILITY_BODYSIZE_HLG]
[APPLY_CREATURE_VARIATION:APPEARANCE_VARIABILITY_INSECT_EYES_STL]
[BLOOD:LOCAL_CREATURE_MAT:HEMOLYMPH:LIQUID]
[GENERAL_CHILD_NAME:growth grub nymph:growth grub nymphs]
[MAXAGE:4:19]
[CASTE:FEMALE]
[FEMALE]
[LITTERSIZE:1:5]
[CASTE:MALE]
[MALE]
[USE_MATERIAL_TEMPLATE:GROWTH_SERUM:INSECT_LIQUID_TEMPLATE_STL]
[STATE_NAME:ALL_SOLID:frozen growth grub secretion]
[MATERIAL_REACTION_PRODUCT:CREATE_GRUB_BREW_ASB:LOCAL_CREATURE_MAT:GROWTH_SERUM]
[STATE_ADJ:ALL_SOLID:frozen growth grub secretion]
[STATE_NAME:LIQUID:growth grub secretion]
[STATE_ADJ:LIQUID:growth grub secretion]
[STATE_NAME:GAS:boiling growth grub secretion]
[STATE_ADJ:GAS:boiling growth grub secretion]
[PREFIX:NONE]
[SYNDROME]
[SYN_NAME:grown]
[SYN_AFFECTED_CREATURE:FORMICS_STL]
[SYN_INGESTED]
[CE_BODY_APPEARANCE_MODIFIER:APPEARANCE_MODIFIER:HEIGHT:500:PROB:100:START:10:PEAK:20000:END:26000]
[CE_BODY_APPEARANCE_MODIFIER:APPEARANCE_MODIFIER:LENGTH:500:PROB:100:START:10:PEAK:20000:END:26000]
[CE_BODY_APPEARANCE_MODIFIER:APPEARANCE_MODIFIER:BROADNESS:500:PROB:100:START:10:PEAK:20000:END:26000]
[MILKABLE:LOCAL_CREATURE_MAT:GROWTH_SERUM:500000000]
Reaction:[REACTION:CREATE_GRUB_BREW_ASB]
[NAME:Refine Growth Grub Secretion]
[BUILDING:STILL:CUSTOM_M]
[REAGENT:A:150:LIQUID_MISC:NONE:CREATURE_MAT:GROWTH_GRUB_ASB:GROWTH_SERUM][UNROTTEN]
[REAGENT:A_HOLDER:1:NONE:NONE:NONE:NONE][CONTAINS:A][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:B_HOLDER:1:NONE:NONE:NONE:NONE][EMPTY][FOOD_STORAGE_CONTAINER][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:5:DRINK:NONE:CREATURE_MAT:GROWTH_GRUB_ASB:GROWTH_SERUM][PRODUCT_TO_CONTAINER:B_HOLDER][PRODUCT_DIMENSION:150]
[SKILL:BREWING]
@halfling: How is the language update coming along? :)
speaking of language pack, Halfling, I think you might want to check out a potential bug in fortress naming.Not a bug per se - the in-game languages have no concept of plurals (or several other grammatical constructs for that matter), so the in-game English lacks plurals that the translated word has.
It seems like there is a mismatch between plural and singular words, I've been getting the fortress name and "translation" as stuff like:
Had some free time, so I went into the arena and had a Halfling deathmatch. Here is the errorlog.txt that was generated, though none of it refers directly to Halflings.Code: [Select]*** Error(s) found in the file "raw/objects/creature_devil_vermin_STL.txt"
Unrecognized CE_BLEEDING token: 4800
Unrecognized CE_BLEEDING token: 7200
[CE_BLEEDING:SEV:10:PROB:60:BP:BY_CATEGORY:MOUTH:ALL:START:4800:PEAK:6000:END:7200]
[CE_BLEEDING:SEV:70:PROB:5:BP:BY_CATEGORY:GUT:ALL:START:7200:PEAK:7800:END:8400] Only a very few cases of dengue fever become hemorrhagic.
[/code]*** Error(s) found in the file "raw/objects/creature_insects_STL.txt"There is a block with
FORMICS_STL Color Mod Ending With (MAROON,2) Was Not Used
FORMICS_STL Color Mod Ending With (RED,2) Was Not Used[/code]
[APPLY_CREATURE_VARIATION:APPEARANCE_VARIABILITY_ANT_COLOR_STL]
[APPLY_CREATURE_VARIATION:APPEARANCE_VARIABILITY_INSECT_EYES_STL]
before the castes and thus bodies and tissues are defined. Removing that block (between [APPLY_CREATURE_VARIATION:IS_INSECT_STL] and [CANOPENDOORS]) solves these particular errors.These elves could probably use some tweaking (unless the tame part and this state of affairs is intended) and an additional content pack (items, gear?), tbh.
I started up a world and sent out the brave little halflings. However, during the first couple months they kept getting nauseous and puking everywhere. I can't find any vermin on the map, and the river appears to be clean. The halflings also complain about dirty water and drinking puke so I am not sure what the exact cause is.
snip
I get that too. Its like there is no "language" for the halflings at all.
@halfling: How is the language update coming along? :)
Eh, its kinda hit or miss with what is "intended" as there are really two main "intended" facets of these elves, one where they trade with you and such, stealthily sabotaging you with tainted wood, and one where they openly war on you-which is intended to be after the dwarves figure out "oh they are actually total pricks and slaves to a buncha trees" :P
Would you be okay with someone who wants to improve the elves adding more stuff to them later?
Probably alcohol hangovers if you took a lot of booze at embark.
Probably alcohol hangovers if you took a lot of booze at embark.Nope. I brought zero booze. Though I did find a single tile of dirty water that I had missed, so mystery solved.
[BODY_DETAIL_PLAN:LEPIDOPTERID_STL]
[BP_LAYERS_OVER:BY_CATEGORY:WINGS:WING_SCALES:5]
[ADD_TISSUE:WING_SCALES:WING_SCALES_TISSUE_TEMPLATE]
[ADD_MATERIAL:WING_SCALES:LIGHT_CHITIN_TEMPLATE_STL]
[BP_RELSIZE:BY_CATEGORY:WINGS:500]
It's annoying how atm they're always saying the same crap as vanilla elves
I want a modding turn! :)
Hehe I hope who ever plays my mod is a masochist for their own sake..I want a modding turn! :)
You're after Putnam :)
Putting something in the frozen hell would be nice, but inorganics are more important.Yes, we need more inorganics.
You should probably define the tissue and its material before adding the tissue.It's annoying how atm they're always saying the same crap as vanilla elves
This is hardcoded into DF and can't be modded easily via raws. It's just like halfling liaisons announcing they are from the mountainhomes. You can edit the strings in the binary to change it though.
You should probably define the tissue and its material before adding the tissue.It's annoying how atm they're always saying the same crap as vanilla elves
This is hardcoded into DF and can't be modded easily via raws. It's just like halfling liaisons announcing they are from the mountainhomes. You can edit the strings in the binary to change it though.
Actually, (Wherever you put Dwarf Fortress)\data\dipscript has all of the trade dialogues. Of course, you need to know how to decode the files...
creature_ocean_BFEL
[OBJECT:CREATURE]
[CREATURE:SEA_ANGEL]
[DESCRIPTION:A large sea creature likened unto an angel, it fires stingers at its prey and can fly unto dry land, making them a common pet]
[NAME:sea angel:sea angels:sea angel]
[CREATURE_TILE:224][COLOR:3:0:1]
[CASTE_NAME:sea angel:sea angel:sea angel]
[BABY:1][CHILD:2][GENERAL_CHILD_NAME:sea angel:sea angel:sea angel]
[LARGE_ROAMING][PET][UBIQUITOUS][HUNTS_VERMIN][RETURNS_VERMIN_KILLS_TO_OWNER]
[FLIER][DIVE_HUNTS_VERMIN][GOBBLE_VERMIN_CLASS:ALL][LARGE_PREDATOR]
[AMPHIBIOUS][BENIGN][NATURAL][CARNIVORE][EXTRAVISION]
[PETVALUE:50][COMMON_DOMESTIC][TRAINABLE]
[MAXAGE:5:10]
[BIOME:OCEAN_TEMPERATE]
[BIOME:OCEAN_TROPICAL]
[POPULATION_NUMBER:15:30][TRIGGERABLE_GROUP:15:30]
[PREFSTRING:large numbers][PREFSTRING:stinger firing]
[APPLY_CREATURE_VARIATION:FIRE_STINGER_BFEL]
[BODY:SEA_ANGEL]
[BODY_DETAIL_PLAN:CORE_MATERIALS_HLG]
[BODY_DETAIL_PLAN:CORE_TISSUES_HLG]
[BODY_DETAIL_PLAN:CORE_LAYERS_HLG]
[TENDONS:LOCAL_CREATURE_MAT:TENDON:400]
[LIGAMENTS:LOCAL_CREATURE_MAT:TENDON:400]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[APPLY_CREATURE_VARIATION:APPEARANCE_VARIABILITY_BODYSIZE_HLG]
[CASTE:FEMALE]
[CASTE_NAME:sea angel:sea angels:sea angel][FEMALE]
[LITTERSIZE:10:40]
[CASTE:MALE]
[CASTE_NAME:sea angel:sea angels:sea angel][MALE]
Fairly sure that's a body raws problem. I know for a fact it's not a creature raws issue; I believe it's caused by body parts not having anything to connect to.That's body detail plan problems, not body problems. I get them frequently.
So, this is what it looks like to achieve divinity.
I could create a plant that only grows in the underworld that, when eaten, makes you breathe fire on everything before rotting your brain out.
Also shit, I thought I had more time than that, I never noticed StL's raws go up. I'm hammering out finishing touches on stuff, should have it up today or tomorrow. I'd been spending almost all of my time getting Iridium and all its dependencies working, and haven't actually had time to test since my next project was working on the frozen hell. I guess I'll leave that up to someone else... we DO have shadows, after all.
So, this is what it looks like to achieve divinity.
That's the unit? kg/m3? That makes a great deal more sense than what the wiki claims it to be - per cubic millimeter ( m-3 ).
On Density (http://dfweb3.dwarffortresswiki.org/index.php/Density) it says kg·m−3 which is just a silly way of writing kg/m3.
In fact, I'm going to go change it right now.
So when are we going to upload the newest revision, anyhow? Did you guys get the stuff I added in?
I'm quite literally including it solely to see if metamorphic, aquifer stone will flood caverns. Mwehehehehe.....
[INORGANIC:TETRALINE]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE_HLG]
[TILE:176]
[IS_STONE]
[STATE_NAME_ADJ:ALL_SOLID:tetraline]
[MELTING_POINT:13000]
[BOILING_POINT:16000]
[IGNEOUS_INTRUSIVE]
[INORGANIC:HELL_ICE]
[DEEP_SURFACE]
[USE_MATERIAL_TEMPLATE:SOIL_TEMPLATE_LKR] Used "soil" template because the only difference is absence of ITEMS_HARD, and I don't want people making crafts out of the frozen hell. Yet. We can change it later if we want.
[STATE_COLOR:ALL_SOLID:WHITE]
[STATE_NAME_ADJ:ALL_SOLID:ice]
[STATE_COLOR:LIQUID:CLEAR] [STATE_NAME_ADJ:LIQUID:water] [STATE_COLOR:GAS:CLEAR] [STATE_NAME_ADJ:GAS:steam] [STATE_NAME_ADJ:SOLID_POWDER:snow] [STATE_NAME_ADJ:SOLID_PASTE:slush] Failsafes in case wacky stuff happens. It SHOULDN'T, but, you never know.
[BASIC_COLOR:1:0]
[BUILD_COLOR:3:0:0]
[TILE_COLOR:7:7:1]
[SPEC_HEAT:4181]
[MELTING_POINT:NONE]
[BOILING_POINT:NONE]
[IGNITE_POINT:NONE]
[HEATDAM_POINT:NONE]
[COLDDAM_POINT:NONE]
[MAT_FIXED_TEMP:9999]
[SOLID_DENSITY:920]
[LIQUID_DENSITY:1000]
[IS_STONE]
[UNDIGGABLE]
(http://i1307.photobucket.com/albums/s599/LaularuKyrumo/DF%20From%20Scratch/DFFromScratch002_zpsbcce50e1.png)
I don't know exactly where, but somebody fucked up hardcore.
I'm quite literally including it solely to see if metamorphic, aquifer stone will flood caverns. Mwehehehehe.....
Noooo! The cave mold! You monster :'(
EDIT: Mining the frozen blood leaves an item on the ground simply called "blood". It appears to be classed as a contaminant, as a halfling came in and "cleaned" it.it would awesome if the underworld were made of this
What the fuck.
Crtl-F, anyone?Duplicate raws should show up in the error log.
Yeah, duplicate raws sounds fairly reasonable. Now the hard part is FINDING the damn thing.
Aw, dang it.
No, the wizards should not propogate that rapidly, those were lowered numbers for testing that I forgot to put back up, the wait time should not be 44 days, it should be more like 200 or so.
Here you go, (http://dffd.wimbli.com/file.php?id=7836) replace the interaction file with this fixed version.
Also I'd say it's definitely laula's new raws
Also I'd say it's definitely laula's new raws
I do not have Laula's raws and this popped up.
Did you see my edits, and I do not have his raws.Oh wow, I'm dumb. Just ignore me. :-X
If you want to get rid of "dark blood" altogether, you can try deleting inorganic_vampire_halfling file, and then you must make the modification described above in interaction_vampire_halfling. But does it, then, occur in the earth as gems in older versions too?
A very reasonable position. :P This'll be fixed soon.
If you want it immediately, laula's raws are in http://dffd.wimbli.com/file.php?id=7834 and to fix strange use of materials in laula or StL raws, and both need the fix although it's less visible in the other, go to inorganic_STL.txt and remove [INORGANIC:FINE_SAND_HLG] and its subordinate lines entirely.
my head is shaking so hard right now my hair is flipping all this water around and I look goddamn fabulous because of you and your not-reading-the-dang-errorlog.
I really shouldn't stay up this late.
my head is shaking so hard right now my hair is flipping all this water around and I look goddamn fabulous because of you and your not-reading-the-dang-errorlog.
I really shouldn't stay up this late.
This errorlog? http://www.bay12forums.com/smf/index.php?topic=127552.msg4399641#msg4399641
"Duplicate Object: inorganic FINE_SAND_HLG" actually does show up, but at embark, not at worldgen or arena, which I believe we checked and where that log is from too ;p
Ok first off, someone has to make the blood walls be what hell is made of, because FUCKING BLOOD WALLS. That is undeniably awesome.Well, there is already an actual Ice thing for hell now, can Hell me made of multiple things?
alsoAhaha, yeah. Heard it on the radio one/two days ago (not sure because third shift is messing up my sense of timing), it was highly amusing.
NEWSUPDATE: A TV station has released the names of the pilots of the plane that crashed in Seattle: Sum Ting Rong, We To Lo, Ho Lee Fuk, Bang Ding Ao.
Needless to say, the station is in a bit of trouble.
Decided to chronicle my playthrough in version 3.4 of my update to this project of madness, half because I haven't really opened it up since the original minimal version, complete with rave deserts, and half because I don't know if there's anyone up for playing through my stuff, and since the only stuff I added was a single magma-layer creature and a fuckton of inorganics, it's not super spoiler ridden so I'll play through. I was gonna play through for bugtesting and for fun anyways.
snip
(BTW, both kinds of cloth exist as "tarnish stalk cloth cloth" and "flax cloth cloth", pretty sure that's unintentional)
snip
Also, until I started playing this mod, I've never encountered cases of people being buried alive or drowned by other people in world gen before.
Spider Centaurs are such pleasant folk, are they not? :) And those travelers sound intriguing. Any backstory?Yes, they are.
Spoiler (click to show/hide)
I know for a fact this region freezes in winter, because the river was solid when I first embarked. Not sure about snow, but...poetic license.Spoiler (click to show/hide)
Minor Issue? : Halflings evidently do not have an official liaison position, or a national leadership. I could see this being intentional, easily - a nation of city-states, perhaps, without centralized colonization efforts - but confirmation would be appreciated.
Next turn I'm digging for caverns, and we'll see if the cavern creatures - both mine and Laula's - work as hoped and expected :)
They just went mad? Was someone's art defaced and someone drunk on tarnish vodka vomit in the well? :PYep, every body got fed up with people throwing up in the water pit that didn't have a proper well, and the lack of chairs, and the miasma, and the hunger, and the rotting corpses of their friends and loved ones...
Those water grubs that grow as they age reminded me of sand trouts (http://dune.wikia.com/wiki/Sandtrout), but in the Dune universe they eventually grow into one of these.If your water grubs were able to "go feral", it'd be cool to see them converted into a desert megabeast "Sandworm" that creates labyrinths like minotaurs from vanilla.Spoiler (click to show/hide)
Sadly, water grubs are a little too small to be dangerous if they go feral - only one kilogram. A shai-hulud would be fun to add, though...Actually, reading that article on the sand trout, the Growth Grubs I made a while back are similar, though instead of producing spice when squeezed, they produced growth formula. If you guys are interested, the raws are here:
cool i have got this and will start work tomorrow.If you make a graphic for my mysterious travelers, just make them look like short, robed guys, they're actually smaller than halflings.
I will focus on areas of modding i havn't tried before firstly Graphics set support. then creature graphics (interpreting some creatures will be interesting)
then i will add more materials for diversity
grey rock, boring and dull and without a green thing growing in itThis gives me an idea. Mossy Rock: When you mine it, instead of dropping a boulder, it drops rock moss, which can be brewed into a healthy drink. It would probably be a vein stone.
[CREATURE:ENTLING]
[NAME:entling:entlings:entling]
[CASTE_NAME:entling:entlings:entling]
[CREATURE_TILE:'e'][COLOR:2:0:1]
[DESCRIPTION:Smaller, docile versions of the mighty Ents that roam the world. Their fruits are delicious, though you'll have to tame one in order to get at them.]
[PREFSTRING:delicious fruit][PREFSTRING:inability to stomp all over their house.]
[DIURNAL]
[BODY:2PART_HEAD_FRAME:BRANCHES:ROOTS:TAPROOT]
[BODY_DETAIL_PLAN:PLANT_MOBILE_MATLAYER]
[EXTRAVISION]
[APPLY_CREATURE_VARIATION:BRANCHES_APPEARANCE_MODIFIERS]
[APPLY_CREATURE_VARIATION:BARK_APPEARANCE_MODIFIERS]
[APPLY_CREATURE_VARIATION:LEAF_COLOR_NORMAL]
[APPLY_CREATURE_VARIATION:ATTACK_BRANCH_STRIKE]
[APPLY_CREATURE_VARIATION:IS_MOTILE_PLANT]
[GOOD]
[BIOME:ANY_FOREST][CLUSTER_NUMBER:3:7][POPULATION_NUMBER:200:400]
[PET][PETVALUE:200][MOUNT] see "Isengard", "Last March of the Ents"
[BODY_SIZE:0:0:8000]
[BODY_SIZE:10:0:60000]
[BODY_SIZE:40:0:90000] Smaller but still larger than humans
[LARGE_ROAMING][MEANDERER][BENIGN]
[BLOOD:LOCAL_CREATURE_MAT:SAP:LIQUID]
[CREATURE_CLASS:ALL]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[SWIM_SPEED:3000]
[ITEMCORPSE:WOOD:NO_SUBTYPE:INORGANIC:ENTWOOD]
[CASTE:FEMALE]
[FEMALE]
[MULTIPLE_LITTER_RARE]
[CASTE:MALE]
[MALE]
[SELECT_CASTE:FEMALE]
[SELECT_ADDITIONAL_CASTE:MALE]
[TISSUE:FRUIT]
[TISSUE_NAME:fruit:NP]
[TISSUE_MATERIAL:INORGANIC:ENTFRUIT]
[TISSUE_SHAPE:LAYER]
[SELECT_TISSUE:FRUIT]
[TISSUE_LAYER_OVER:BY_CATEGORY:BRANCH:FRUIT]
[SET_TL_GROUP:BY_CATEGORY:ALL:FRUIT]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:0:0:0:0:0:0:0]
[APP_MOD_RATE:1:DAILY:0:300:0:0:NO_END]
[SHEARABLE_TISSUE_LAYER:LENGTH:90]
I think i have a bug report - in every world that i have generated with the latest version, there have been no shallow metals except for sites which are actually in the sea.
Cool stuff, all. I'm especially happy with everything.Yeah, there have actually been a couple times I've seen people die from blows to the head that didn't involve the brain being punctured.^ very nicely shows off many differences from vanilla bodies and attacks in one screencap.Spoiler (click to show/hide)
YES, I will do this. And I absolutely love how hateable they are, if only they could be detestable.
We currently don't have any fuel for smelting other than food. How about growable fuel that you can farm? Might make it more viable as an alternative to magma even in the long run.
My suggestion: reaction to burn tarnish stalks for fuel, kitchen/kiln/smelter (with kitchen you could make it automatic). Consume 1-5 tarnish stalks, produce charcoal. Also great as a way to get rid of the damn things which seem to be genuinely annoying at times.
every part but the eyes.
It'll work.
...if the interior bit of a wormy has a syndrome fluid inside like the steam in the Masterwork "automatons", that creates 2 wormies as a reaction to being let out, you could certainly have fun with exponential wormie progressions that may be fun until you get FPS death.This. I want.
...if the interior bit of a wormy has a syndrome fluid inside like the steam in the Masterwork "automatons", that creates 2 wormies as a reaction to being let out, you could certainly have fun with exponential wormie progressions that may be fun until you get FPS death.
...if the interior bit of a wormy has a syndrome fluid inside like the steam in the Masterwork "automatons", that creates 2 wormies as a reaction to being let out, you could certainly have fun with exponential wormie progressions that may be fun until you get FPS death.
Holy shit, that'd be awesome. Doubt it's possible, but I'm still new at this stuff, especially interactions (copy-pasted the vampire reactions from these raws to my own personal raws and somehow broke it irreparably while tweaking).
The world's first kerosine-like biofuel... Call it Moonshine maybe. (Or tarnish remover)Actually, I was planning on having you be able to run it through a screw press or processed at a farmer's workshop to produce "Tarnish Tobacco" which you could then burn into fuel at some other building using a Halfling smoking pipe, so they finally have a use.
those poor halflings that have to smoke your death weedI'm sigging this.
Congratulations, you made the worlds most killtastic plant.Not yet, there's another plant I want to make when I'm done with the tarnish stalks.
But in general, yes, custom weather works.
[INTERACTION:DUST_STORM_NEUTRAL_LFR]
[I_SOURCE:REGION]
[IS_REGION:NORMAL_ALLOWED]
[IS_REGION:SAVAGE_ALLOWED]
[IS_REGION:EVIL_ALLOWED]
[IS_REGION:DESERT]
[IS_FREQUENCY:75]
[I_TARGET:B:MATERIAL]
[IT_MATERIAL:MATERIAL:INORGANIC:SAND_BLIND:WEATHER_CREEPING_DUST]
[I_EFFECT:MATERIAL_EMISSION]
[IE_TARGET:B]
[IE_INTERMITTENT:WEEKLY]
[INTERACTION:GOOD_MILK_AND_HONEY_RAIN]
[I_SOURCE:REGION]
[IS_REGION:GOOD_ONLY]
[IS_REGION:SAVAGE_ALLOWED]
[IS_REGION:ANY_TERRAIN]
[IS_FREQUENCY:25]
[I_TARGET:A:MATERIAL]
[IT_MATERIAL:MATERIAL:INORGANIC:MILK_AND_HONEY:WEATHER_FALLING_MATERIAL]
[I_EFFECT:MATERIAL_EMISSION]
[IE_TARGET:A]
[IE_INTERMITTENT:WEEKLY]
Dose wearing cloth made from it give you blisters?Normally? No. But you reminded me that the tarnish stalks can be made into cloth, and they currently lack a contact syndrome.
We're going to have to make tarnish stalks obscenely useful - past just being an easy fuel source and dirt cheap - to justify ever even scrolling over them in the trade interface, much less farming them. Maybe make them required in some kind steel-like metal production, too, for fun :)Well, currently I'm working on them, and I'm making the tobacco value at 12, to be a cash crop.
I want to make a tumbleweed creature that just stumbles around and gives a log when killed.I might be able to do that. Trade you the apple tree problem?
So, I'm working on the "apple trees can be processed for apples and wood" thing and I've run in to a few problems. At the moment the reaction produces a "logs' and a "plants". The logs can be used for building and everything but the plants are useless as food.
Edit: So now I've turned the crafts shop into a horrifying black hole that eats anything wooden and spits out useless "plants". I'm not very good at reactions.
Edit2: So, They use any logs for the reaction, which produces logs and useless "plants". I put it on repeat and my mayor hasn't moved in days. SCIENCE!
[REAGENT:A:1:NONE:NONE:PLANT_MAT:APPLE_HLG:RAW_APPLE_TREE]
[PRODUCT:100:1:WOOD:NONE:PLANT_MAT:APPLE_HLG:APPLE_WOOD]
[PRODUCT:100:1:PLANT:NONE:APPLE_FRUIT_KPT:NONE]
[REAGENT:A:1:WOOD:NONE:PLANT_MAT:APPLE_HLG:WOOD]
[PRODUCT:100:1:WOOD:NONE:PLANT_MAT:APPLE_WOOD_HLG:WOOD]
[PRODUCT:100:1:PLANT:NONE:APPLE_FRUIT_KPT:PLANT]
[PLANT:APPLE_FRUIT_KPT]
[NAME:apple]
[NAME_PLURAL:apples]
[ADJ:apple]
[FREQUENCY:100]
[USE_MATERIAL_TEMPLATE:STRUCTURE:PLANT_STRUCTURE_HLG]
[MATERIAL_VALUE:10]
[EDIBLE_VERMIN]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURE]
[PREFSTRING:cheerful color]
[SUMMER][SPRING][AUTUMN][WINTER]
[GROWDUR:700][CLUSTERSIZE:10]
[PICKED_TILE:111][PICKED_COLOR:4:0:1]
[SHRUB_TILE:236][SHRUB_COLOR:4:0:1]
[DEAD_SHRUB_TILE:236]
[DEAD_SHRUB_COLOR:6:0:0]
Mh... in that case I will quietly step away, because I cant possibly know whats right or wrong with it. But good luck.
Also, I just recently finished bioshock infinite as well, and holy shit. I don't think a video game will ever blow my mind so completely as that.
How many passive, non-monster animals do we have? Do we currently have just livestock and monsters, or do we have random wandering passive things that aren't wild versions of domestic things?I don't think we have any passive wildlife except fishable vermin.
This is a particularly interesting idea. Might I be added to the player pool?
How many passive, non-monster animals do we have? Do we currently have just livestock and monsters, or do we have random wandering passive things that aren't wild versions of domestic things?
Playtesting is going well. The only significant issue I've come across is the halfling caravan (from Lake Tit) arrived in the late summer, then again in the late autumn. I guess they left something behind :P
Also, I just recently finished bioshock infinite as well, and holy shit. I don't think a video game will ever blow my mind so completely as that.
Edit: Also, the elves don't seem to have access to weapons. Their caravan came guarded by wrestlers.
I plan to make them difficult to make, especially paralysis incense because that's like being bitten by a vanilla GCS (tested; it works beautifully :) ). The plant ingredients for the combat ones are rare and expensive, and some will require animal ingredients like Basilisk Tears - which are needed to make stoneward, which lets you safely harvest those by making halflings immune to petrification, so you'll have to make a sacrifice to the basilisk to safely get those.
Using smoking pipes to ignite these at the braziers sounds like a good idea - I'll employ that for the reactions.
EDIT: the only one that should be very easy to make will be the numbing incense; its side effect is dangerous enough in battle (sudden unconsciousness) that it counters the six or so days of nopain it grants. Probably least dangerous use would be a medical anaesthesia.
Using smoking pipes to ignite these at the braziers sounds like a good idea - I'll employ that for the reactions.
Using smoking pipes to ignite these at the braziers
Bloodletting incense defense
your unique smoking pipes don't (yet?) help you survive
[OBJECT:PLANT]
[PLANT:WIZARDSBANE_STL]
[NAME:wizardsbane][NAME_PLURAL:wizardsbane][ADJ:wizardsbane]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:PLANT_STRUCTURE_HLG]
[MATERIAL_VALUE:5]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[GROWDUR:2016]
[PICKED_TILE:'*'][PICKED_COLOR:1:0:1]
[WET][DRY][BIOME:ANY_WETLAND]
[VALUE:5]
[AUTUMN][SUMMER]
[FREQUENCY:25]
[CLUSTERSIZE:5]
[PREFSTRING:soft luminescence at night]
[USE_MATERIAL_TEMPLATE:SEED:PLANT_STRUCTURE_HLG]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[MATERIAL_VALUE:5]
[SEED:wizardsbane seed:wizardsbane seeds:0:0:1:LOCAL_PLANT_MAT:SEED]
[PLANT:STINKWEED_STL]
[NAME:stinkweed][NAME_PLURAL:stinkweed][ADJ:stinkweed]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:PLANT_STRUCTURE_HLG]
[MATERIAL_VALUE:3]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[GROWDUR:2016]
[PICKED_TILE:'$'][PICKED_COLOR:6:0:1]
[WET][DRY][BIOME:NOT_FREEZING]
[VALUE:3]
[AUTUMN][SUMMER]
[FREQUENCY:45]
[CLUSTERSIZE:5]
[PREFSTRING:pungent aroma]
[USE_MATERIAL_TEMPLATE:SEED:PLANT_STRUCTURE_HLG]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[MATERIAL_VALUE:3]
[SEED:stinkweed seed:stinkweed seeds:6:0:1:LOCAL_PLANT_MAT:SEED]
[PLANT:CALMROOT_STL]
[NAME:calmroot][NAME_PLURAL:calmroot][ADJ:calmroot]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:PLANT_STRUCTURE_HLG]
[MATERIAL_VALUE:3]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[GROWDUR:2016]
[PICKED_TILE:';'][PICKED_COLOR:3:0:0]
[WET][DRY][BIOME:ANY_WETLAND]
[VALUE:3]
[AUTUMN][SUMMER]
[FREQUENCY:45]
[CLUSTERSIZE:5]
[PREFSTRING:calming tea]
[PREFSTRING:anaesthetic properties]
[USE_MATERIAL_TEMPLATE:SEED:PLANT_STRUCTURE_HLG]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[MATERIAL_VALUE:3]
[SEED:calmroot seed:calmroot seeds:3:0:0:LOCAL_PLANT_MAT:SEED]
[PLANT:NUMWORT_STL]
[NAME:numwort][NAME_PLURAL:numwort][ADJ:numwort]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:PLANT_STRUCTURE_HLG]
[MATERIAL_VALUE:3]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[GROWDUR:2016]
[PICKED_TILE:231][PICKED_COLOR:0:0:1]
[WET][DRY][BIOME:NOT_FREEZING]
[VALUE:3]
[AUTUMN][SUMMER]
[FREQUENCY:45]
[CLUSTERSIZE:5]
[PREFSTRING:calming tea]
[PREFSTRING:anaesthetic properties]
[USE_MATERIAL_TEMPLATE:SEED:PLANT_STRUCTURE_HLG]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[MATERIAL_VALUE:3]
[SEED:numwort seed:numwort seeds:3:0:0:LOCAL_PLANT_MAT:SEED]
[PLANT:CINNAMON_STL]
[NAME:cinnamon][NAME_PLURAL:cinnamon][ADJ:cinnamon]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:PLANT_STRUCTURE_HLG]
[MATERIAL_VALUE:6]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[GROWDUR:1008]
[PICKED_TILE:232][PICKED_COLOR:4:0:0]
[WET][DRY][BIOME:ANY_FOREST][GOOD]
[VALUE:6]
[SUMMER][SPRING]
[FREQUENCY:100]
[CLUSTERSIZE:5]
[PREFSTRING:light-absorbing aura]
[USE_MATERIAL_TEMPLATE:SEED:PLANT_STRUCTURE_HLG]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[MATERIAL_VALUE:6]
[SEED:cinnamon berry:cinnamon berries:1:0:0:LOCAL_PLANT_MAT:SEED]
[PLANT:SHADOWCAP_STL]
[NAME:shadowcap][NAME_PLURAL:shadowcaps][ADJ:shadowcap]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:PLANT_STRUCTURE_HLG]
[MATERIAL_VALUE:6]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[GROWDUR:1008]
[PICKED_TILE:232][PICKED_COLOR:1:0:0]
[WET][DRY][BIOME:SUBTERRANEAN_CHASM][UNDERGROUND_DEPTH:2:3]
[VALUE:6]
[AUTUMN][SUMMER][SPRING][WINTER]
[FREQUENCY:100]
[CLUSTERSIZE:5]
[PREFSTRING:light-absorbing aura]
[USE_MATERIAL_TEMPLATE:SEED:PLANT_STRUCTURE_HLG]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[MATERIAL_VALUE:6]
[SEED:shadowcap spawn:shadowcap spawn:1:0:0:LOCAL_PLANT_MAT:SEED]
[PLANT:BLOODSTALK_STL]
[NAME:bloodstalk][NAME_PLURAL:bloodstalks][ADJ:bloodstalk]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:PLANT_STRUCTURE_HLG]
[MATERIAL_VALUE:6]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[GROWDUR:1008]
[PICKED_TILE:152][PICKED_COLOR:3:0:0]
[WET][DRY][BIOME:ANY_DESERT]
[VALUE:6]
[SUMMER][SPRING]
[FREQUENCY:30]
[CLUSTERSIZE:5]
[PREFSTRING:vein-like appearance]
[USE_MATERIAL_TEMPLATE:SEED:PLANT_STRUCTURE_HLG]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[MATERIAL_VALUE:6]
[SEED:bloodstalk seed:bloodstalk seeds:0:0:1:LOCAL_PLANT_MAT:SEED]
[OBJECT:REACTION]
## Incense-ivizing ##
[REACTION:MAKE_NUMBING_STL]
[NAME:Mix numbing incense]
[BUILDING:ALCHEMY_LAB_STL:CUSTOM_N]
[REAGENT:A:1:PLANT:NONE:PLANT_MAT:STINKWEED_STL:STRUCTURAL][UNROTTEN]
[REAGENT:B:1:PLANT:NONE:PLANT_MAT:CALMROOT_STL:STRUCTURAL][UNROTTEN]
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:NUMBING_STABLE]
[PRODUCT:25:1:BOULDER:NO_SUBTYPE:INORGANIC:NUMBING_VOLATILE] Chance of leak; keep animals far away!
[SKILL:ALCHEMY]
[REACTION:MAKE_BLOODLETTING_STL]
[NAME:Mix bloodletting incense]
[BUILDING:ALCHEMY_LAB_STL:CUSTOM_SHIFT_B]
[REAGENT:A:1:PLANT:NONE:PLANT_MAT:STINKWEED_STL:STRUCTURAL][UNROTTEN]
[REAGENT:B:1:PLANT:NONE:PLANT_MAT:BLOODSTALK_STL:STRUCTURAL][UNROTTEN]
[REAGENT:C:1:PLANT:NONE:PLANT_MAT:NUMWORT_STL:STRUCTURAL][UNROTTEN]
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:BLOODLETTING_STABLE]
[PRODUCT:25:1:BOULDER:NO_SUBTYPE:INORGANIC:BLOODLETTING_VOLATILE] WELL away
[SKILL:ALCHEMY]
[REACTION:MAKE_BLINDING_STL]
[NAME:Mix blinding incense]
[BUILDING:ALCHEMY_LAB_STL:CUSTOM_B]
[REAGENT:A:1:PLANT:NONE:PLANT_MAT:STINKWEED_STL:STRUCTURAL][UNROTTEN]
[REAGENT:C:1:PLANT:NONE:PLANT_MAT:SHADOWCAP_STL:STRUCTURAL][UNROTTEN]
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:BLINDING_STABLE]
[PRODUCT:25:1:BOULDER:NO_SUBTYPE:INORGANIC:BLINDING_VOLATILE] Urist McUnluckyKitty cancels catsplosion: cannot see mate
[SKILL:ALCHEMY]
[REACTION:MAKE_HASTE_STL] Make haste, make haste! Hurry! Get inside! That crazy alchemist from next door is coming this way!
[NAME:Mix hastening incense]
[BUILDING:ALCHEMY_LAB_STL:CUSTOM_H]
[REAGENT:A:1:PLANT:NONE:PLANT_MAT:STINKWEED_STL:STRUCTURAL][UNROTTEN]
[REAGENT:B:1:PLANT:NONE:PLANT_MAT:WIZARDSBANE_STL:STRUCTURAL][UNROTTEN]
[REAGENT:C:1:PLANT:NONE:PLANT_MAT:CINNAMON_STL:STRUCTURAL][UNROTTEN]
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:HASTE_STABLE]
[PRODUCT:25:1:BOULDER:NO_SUBTYPE:INORGANIC:HASTE_VOLATILE]
[SKILL:ALCHEMY]
Well then. I should have known you guys would not let me known. Not bay forum. :)
Well then. I should have known you guys would not let me known. Not bay forum. :)
It was wholly accidental, I can assure you, but it works out nicely :D
No, no. In retrospect it was inevitable. Everything can be weaponized. Everything that can be weaponized will be weaponized eventually. Smoking pipes are a thing. Therefore smoking pipes can and will be weaponized. Such is the way of things,Fix'devenESPECIALLY in modding.
Yes, you might. In fact you are there now. Although it's mostly ceremonial at this point. Pick up the save, post a report, I'll add it to the play turn it if spans enough time. That's the new system. :PGood to hear, though I think I'll wait until the next stable version to make a log. I think I'll practice for now.
We really could use more playtesting logs. I'm not sure there will be a time when this is basically not true, but it's very true now.
[REACTION:BURN_BLINDING_STL]
[NAME:Burn blinding incense]
[BUILDING:BRAZIER_STL:CUSTOM_B]
[REAGENT:A:1:BOULDER:NONE:INORGANIC:BLINDING_STABLE]
[REAGENT:B:1:TOOL:PIPE_SMOKING_HLG:NONE:NONE]
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:BLINDING_VOLATILE]
[SKILL:ALCHEMY]
[REACTION:BURN_BLOODLETTING_STL]
[NAME:Burn bloodletting incense]
[BUILDING:BRAZIER_STL:CUSTOM_SHIFT_B]
[REAGENT:A:1:BOULDER:NONE:INORGANIC:BLOODLETTING_STABLE]
[REAGENT:B:1:TOOL:PIPE_SMOKING_HLG:NONE:NONE]
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:BLOODLETTING_VOLATILE]
[SKILL:ALCHEMY]
[REACTION:BURN_HASTENING_STL]
[NAME:Burn hastening incense]
[BUILDING:BRAZIER_STL:CUSTOM_H]
[REAGENT:A:1:BOULDER:NONE:INORGANIC:HASTE_STABLE]
[REAGENT:B:1:TOOL:PIPE_SMOKING_HLG:NONE:NONE]
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:HASTE_VOLATILE]
[SKILL:ALCHEMY]
[REACTION:BURN_NUMBING_STL]
[NAME:Burn blinding incense]
[BUILDING:BRAZIER_STL:CUSTOM_B]
[REAGENT:A:1:BOULDER:NONE:INORGANIC:NUMBING_STABLE]
[REAGENT:B:1:TOOL:PIPE_SMOKING_HLG:NONE:NONE]
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:NUMBING_VOLATILE]
[SKILL:ALCHEMY]
I love how the main enemy for forts in this thing is a plant.They nearly killed my first fort. Though water striders were the only things that killed one of my Halflings.
This is just plain awesome how my tarnish stalks turned out.I love how the main enemy for forts in this thing is a plant.They nearly killed my first fort. Though water striders were the only things that killed one of my Halflings.
I did it!!! :DYYYYYYYYEEEEEEEEEEESSSSSSSSSSSSSSSS!!!!!!!!!!!!!!!!!!!!!!!!!!
trees can now be processed for fruit!
[REACTION:MAKE_WOOD_PLANKS_STL]
[NAME:make wooden planks]
[BUILDING:CRAFTSMAN:CUSTOM_P]
[REAGENT:WOOD:1:WOOD:NO_SUBTYPE:NONE:WOOD]
[PRODUCT:100:4:BLOCKS:NONE:GET_MATERIAL_FROM_REAGENT:WOOD:NONE]
[SKILL:CARPENTRY]
The reaction!Code: [Select]
[REACTION:PREPARE_APPLE_TREES_KPT]
[NAME:prepare apple trees]
[BUILDING:CRAFTSMAN:CUSTOM_T]
[REAGENT:A:1:WOOD:LOGS:PLANT_MAT:APPLE_HLG:RAW_APPLE_TREE] WOOD:LOGS?
[PRODUCT:100:1:WOOD:NONE:PLANT_MAT:APPLE_WOOD_KPT:APPLE_WOOD]
[PRODUCT:100:1:PLANT:NONE:PLANT_MAT:APPLE_FRUIT_KPT:APPLE_FRUIT_STRUCTURE_KPT]
[REACTION:PREPARE_FRUIT_TREES_P]
[NAME:prepare fruit trees]
[BUILDING:CRAFTSMAN:CUSTOM_T]
[REAGENT:A:1:WOOD:NONE:NONE:NONE][HAS_MATERIAL_REACTION_PRODUCT:FRUIT_TREE]
[PRODUCT:100:1:WOOD:NONE:GET_MATERIAL_FROM_REAGENT:A:WOOD_MAT]
[PRODUCT:100:1:PLANT:NONE:GET_MATERIAL_FROM_REAGENT:A:FRUIT_MAT]
No, no. In retrospect it was inevitable. Everything can be weaponized. Everything that can be weaponized will be weaponized eventually. Smoking pipes are a thing. Therefore smoking pipes can and will be weaponized.I must sig this, please.
EDIT: Mastahcheese, did you specify that the tobacco material in the tarnish stalk as having that material reaction product? I think you have to do that.Yes, I did, its at the bottom of the page.
EDIT2: Also, hardens with water makes it usable in casts. Tobacco casts?
Perhaps it's not working because in the reaction you defined the reagent as a plant, and not a milled powder?There's a difference?
[INORGANIC:MOSROCK_EM]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE_HLG]
[STATE_NAME_ADJ:ALL_SOLID:mossy rock]
[TILE:178][DISPLAY_COLOR:2:7:0]
[IGNEOUS_EXTRUSIVE][IGNEOUS_INTRUSIVE][SEDIMENTARY]
[SEDIMENTARY_OCEAN_SHALLOW][SEDIMENTARY_OCEAN_DEEP][METAMORPHIC]
[IS_STONE]
[REACTION:CRUSHMOSROCK_EM]
[NAME:Crush mossy rock]
[BUILDING:CRAFTSMAN:NONE]
[REAGENT:MOSROCKBOULDER:1::NO_SUBTYPE:INORGANIC:MOSROCK_EM]
[PRODUCT:33:1:BAR:NO_SUBTYPE:INORGANIC:METEORIC_IRON_HLG][PRODUCT_DIMENSION:150]
[SKILL:STONECRAFT]
[REACTION:CRUSHMOSROCK_EM]
[NAME:Crush mossy rock]
[BUILDING:CRAFTSMAN:NONE]
[REAGENT:MOSROCKBOULDER:1::NO_SUBTYPE:INORGANIC:MOSROCK_EM]
[PRODUCT:33:1:BAR:NO_SUBTYPE:INORGANIC:METEORIC_IRON_HLG][PRODUCT_DIMENSION:150]
[SKILL:STONECRAFT]
[REACTION:CRUSHMOSROCK_EM]
[NAME:Crush mossy rock]
[BUILDING:CRAFTSMAN:NONE]
[REAGENT:A:1:BOULDER:NONE:INORGANIC:MOSROCK_EM]
[PRODUCT:33:1:BAR:NO_SUBTYPE:INORGANIC:METEORIC_IRON_HLG][PRODUCT_DIMENSION:150]
[SKILL:STONECRAFT]
I've even tried changing all of the material reaction stuff to just the REACTION_CLASS tags to see if it would make a difference, it didn't.
I can't figure it out.
EDIT: Would the fact that the tobacco is milled into a bag make any difference whatsoever?
[CREATURE:OCULENTIBUS_STL]
[NAME:oculentibus:oculentibi:oculentibus]
[CASTE_NAME:oculentibus:oculentibi:oculentibus]
[CREATURE_TILE:'O'][COLOR:4:0:1]
[DESCRIPTION:An insectoid monster with a long neck, rear-facing antennae, and a hairy back. Its gaze is petrifying, making it a true challenge to tame and harvest for its tears.]
[PREFSTRING:petrifying gaze]
[BODY:BASIC_INSECT_STL:MANDIBLES_STL:ANTENNAE_STL:2EYES_STL:BRAIN_STL:HEART_ABDOMEN_STL:BOOK_LUNGS_STL]
[BODY_DETAIL_PLAN:LIGHT_CHITIN_MATERIALS_STL]
[BODY_DETAIL_PLAN:LIGHT_CHITIN_TISSUES_STL]
[BODY_DETAIL_PLAN:INSECT_LAYERS_STL]
[BODY_DETAIL_PLAN:INSECT_POSITIONS_STL]
[APPLY_CREATURE_VARIATION:BITE_MANDIBLE_STL]
[APPLY_CREATURE_VARIATION:IS_INSECT_STL]
[APPLY_CREATURE_VARIATION:APPEARANCE_VARIABILITY_BODYSIZE_HLG]
[APPLY_CREATURE_VARIATION:APPEARANCE_VARIABILITY_INSECT_EYES_STL]
[BIOME:ANY_FOREST][POPULATION_NUMBER:30:40][CLUSTER_NUMBER:1:2]
[LARGE_ROAMING][LARGE_PREDATOR]
[CHILD:1][MAXAGE:30:40]
[BLOOD:LOCAL_CREATURE_MAT:HEMOLYMPH:LIQUID]
[CREATURE_CLASS:ALL][CREATURE_CLASS:ARTHROPOD][CREATURE_CLASS:INVERTEBRATE]
[BODY_SIZE:0:0:100]
[BODY_SIZE:1:0:5000]
[BODY_SIZE:3:0:10000] Smallish, but deadly.
[CAN_DO_INTERACTION:PETRIFY_STL]
[CDI:ADV_NAME:Petrify]
[CDI:TARGET:A:LINE_OF_SIGHT]
[CDI:USAGE_HINT:ATTACK]
[CDI:TARGET_VERB:are turned to stone:is turned to stone]
[CDI:TARGET_RANGE:A:7]
[CDI:MAX_TARGET_NUMBER:A:1]
[CDI:WAIT_PERIOD:100]
[CASTE:FEMALE]
[FEMALE]
[CASTE:MALE]
[MALE]
[CREATURE:STATUE_STL]
[NAME:statue:statues:statue]
[CASTE_NAME:statue:statues:statue]
[DESCRIPTION:The petrified victim of a magical attack. When its soul finally deserts its body, you can use it as a nice lawn ornament.]
[CREATURE_TILE:'@'][COLOR:0:0:1]
[NO_DRINK][NO_EAT]
[NOT_BUTCHERABLE]
[NOT_LIVING]
[BODY:VERMIN_BODY_HLG:WINGS_STL]
[BODY_DETAIL_PLAN:INSECT_LAYERS_STL]
[BODY_DETAIL_PLAN:LIGHT_CHITIN_MATERIALS_STL]
[BODY_DETAIL_PLAN:LIGHT_CHITIN_TISSUES_STL]
[IMMOBILE][NO_GENDER][NOEXERT]
[AQUATIC] To make it die.
[BODY_SIZE:0:0:40000]
[ITEMCORPSE:STATUE:NO_SUBTYPE:INORGANIC:ROCK_HLG]
[CASTE:STATUE]
[INTERACTION:PETRIFY_STL]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_MANUAL_INPUT:victim]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_CLASS:petrified]
[CE_PARALYSIS:SEV:1000:PROB:100:START:0]
[CE_BODY_TRANSFORMATION:START:0]
[CE:CREATURE:STATUE_STL:STATUE]
Why the $%^&* did I get over 800 coke from only 5 tobacco?!?!?Slap a [PRODUCT_DIMENSION:150] on the cokes product line.
Well, I'll just have to fix that part, then, but that's a lot easier to do.
I did, it didn't change it.Why the $%^&* did I get over 800 coke from only 5 tobacco?!?!?Slap a [PRODUCT_DIMENSION:150] on the cokes product line.
Well, I'll just have to fix that part, then, but that's a lot easier to do.
No, no. In retrospect it was inevitable. Everything can be weaponized. Everything that can be weaponized will be weaponized eventually. Smoking pipes are a thing. Therefore smoking pipes can and will be weaponized.I must sig this, please.
lookit what I made!
lumberyardSpoiler (click to show/hide)
apple tree processingSpoiler (click to show/hide)
apple fruit (now with 100% more hard cider!)Spoiler (click to show/hide)
apple woodSpoiler (click to show/hide)
and of course the tree itself ( for bookkeeping, no changes)Spoiler (click to show/hide)
I did, it didn't change it.Why the $%^&* did I get over 800 coke from only 5 tobacco?!?!?Slap a [PRODUCT_DIMENSION:150] on the cokes product line.
Well, I'll just have to fix that part, then, but that's a lot easier to do.
I went ahead and just made it always give 5 for now, may change it later, but I could post it now if I wanted too.
Also, first test of smoking success, the guy died from smoke inhalation that caused his lungs to bleed out.
I made it less hardcore, will work on it more tomorrow.
Thanks, had to rush it since I had to go to work.Quote[REACTION:CRUSHMOSROCK_EM]
[NAME:Crush mossy rock]
[BUILDING:CRAFTSMAN:NONE]
[REAGENT:MOSROCKBOULDER:1::NO_SUBTYPE:INORGANIC:MOSROCK_EM]
[PRODUCT:33:1:BAR:NO_SUBTYPE:INORGANIC:METEORIC_IRON_HLG][PRODUCT_DIMENSION:150]
[SKILL:STONECRAFT]Quote[REACTION:CRUSHMOSROCK_EM]
[NAME:Crush mossy rock]
[BUILDING:CRAFTSMAN:NONE]
[REAGENT:A:1:BOULDER:NONE:INORGANIC:MOSROCK_EM]
[PRODUCT:33:1:BAR:NO_SUBTYPE:INORGANIC:METEORIC_IRON_HLG][PRODUCT_DIMENSION:150]
[SKILL:STONECRAFT]
Question: Why does crushing mossy rock create meteoric iron?Not done with the product yet, it will be something else. I just wanted to see if I was getting the reaction right.
[CREATURE:OCULENTIBUS_STL]
[NAME:oculentibus:oculentibi:oculentibus]
[CASTE_NAME:oculentibus:oculentibi:oculentibus]
[CREATURE_TILE:'O'][COLOR:4:0:1]
[DESCRIPTION:An insectoid monster with a long neck, rear-facing antennae, and a hairy back. Its gaze is petrifying, making it a true challenge to tame and harvest for its tears.]
[PREFSTRING:petrifying gaze]
[BODY:BASIC_INSECT_STL:MANDIBLES_STL:ANTENNAE_STL:2EYES_STL:BRAIN_STL:HEART_ABDOMEN_STL:BOOK_LUNGS_STL]
[BODY_DETAIL_PLAN:LIGHT_CHITIN_MATERIALS_STL]
[BODY_DETAIL_PLAN:LIGHT_CHITIN_TISSUES_STL]
[BODY_DETAIL_PLAN:INSECT_LAYERS_STL]
[BODY_DETAIL_PLAN:INSECT_POSITIONS_STL]
[APPLY_CREATURE_VARIATION:BITE_MANDIBLE_STL]
[APPLY_CREATURE_VARIATION:IS_INSECT_STL]
[APPLY_CREATURE_VARIATION:APPEARANCE_VARIABILITY_BODYSIZE_HLG]
[APPLY_CREATURE_VARIATION:APPEARANCE_VARIABILITY_INSECT_EYES_STL]
[BIOME:ANY_FOREST][POPULATION_NUMBER:30:40][CLUSTER_NUMBER:1:2]
[LARGE_ROAMING][LARGE_PREDATOR]
[CHILD:1][MAXAGE:30:40]
[BLOOD:LOCAL_CREATURE_MAT:HEMOLYMPH:LIQUID]
[CREATURE_CLASS:ALL][CREATURE_CLASS:ARTHROPOD][CREATURE_CLASS:INVERTEBRATE]
[BODY_SIZE:0:0:100]
[BODY_SIZE:1:0:5000]
[BODY_SIZE:3:0:10000] Smallish, but deadly.
[PET_EXOTIC][PETVALUE:400][TRAINABLE]
[MILKABLE:INORGANIC:OCULENTIBUS_TEARS_STL:8000]
[CAN_DO_INTERACTION:PETRIFY_STL]
[CDI:ADV_NAME:Petrify]
[CDI:TARGET:A:LINE_OF_SIGHT]
[CDI:USAGE_HINT:ATTACK]
[CDI:TARGET_VERB:are turned to stone:is turned to stone]
[CDI:TARGET_RANGE:A:7]
[CDI:MAX_TARGET_NUMBER:A:1]
[CDI:WAIT_PERIOD:100]
[CAN_DO_INTERACTION:PETRIFY_STL] Makes keeping them difficult unless you successfully milk their tears and make Stoneward incense.
[CDI:ADV_NAME:Petrify]
[CDI:TARGET:A:LINE_OF_SIGHT]
[CDI:USAGE_HINT:GREETING] LOL
[CDI:TARGET_VERB:are turned to stone:is turned to stone]
[CDI:TARGET_RANGE:A:7]
[CDI:MAX_TARGET_NUMBER:A:1]
[CDI:WAIT_PERIOD:4000]
[CASTE:FEMALE]
[FEMALE]
[CASTE:MALE]
[MALE]
Buh...but - the dark blue? The cyan? Ye gods, man, what did you do to the brown?
Some of those colors, I agree with - orange for example. God, yes, please, but I use the dark blue, dark grey, and like the color of the cyan for cave moss. I can barely see a worthwhile color difference between Gold and Yellow, too, and those colors are really too similar to be separate when we have such a limited availability of slots, in my opinion.
EDIT: Also, Dark Sea Green? Eh. Not a fan. Such are my thoughts on this matter.
Better...ish? Not certain what Wheat could be useful for
Aren't we getting a tileset from Sackhead? Maybe wait for that before implementing any color scheme changes. What looks good in ASCII might not look as good with a graphical tileset.
[INORGANIC:VIGOR_FIREBALL_STL]
[USE_MATERIAL_TEMPLATE:VIGOR_DRINK_TEMPLATE_STL_MC]
[STATE_COLOR:ALL_SOLID:CRIMSON]
[STATE_NAME_ADJ:ALL_SOLID:Dragon's Breath vigor]
[STATE_NAME_ADJ:LIQUID:n/a]
[STATE_NAME_ADJ:GAS:smoke]
[TILE:178][DISPLAY_COLOR:1:0:1]
[SYNDROME]
[SYN_NAME:Dragon's Breath]
[SYN_AFFECTED_CLASS:ALL]
[SYN_INGESTED]
[CE_CAN_DO_INTERACTION:START:0]
[CDI:ADV_NAME:hurl fireball]
[CDI:INTERACTION:MATERIAL_EMISSION]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:HAND]
[CDI:FLOW:FIREBALL]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:10]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:75]
[CREATURE:AASIAAT_STL]
[NAME:aasiaat:aasiaat:aasiaat]
[CASTE_NAME:aasiaat:aasiaat:aasiaat]
[CREATURE_TILE:'S'][COLOR:3:0:1]
[DESCRIPTION:A large spider native to the colder regions of the world, and adept in using its environment for ambush. Its icy venom inflicts damage similar to frostbite.]
[PREFSTRING:icy bite]
[BODY:BASIC_ARACHNID_STL:4EYES_STL:MANDIBLES_STL:BOOK_LUNGS_STL:BRAIN_STL:HEART_ABDOMEN_STL]
[BODY_SIZE:66000]
[BODY_SIZE:0:0:16500]
[BODY_SIZE:1:0:33000]
[BODY_SIZE:2:0:66000]
[CHILD:1]
[BIOME:GLACIER][BIOME:TUNDRA]
[PET_EXOTIC][MUNDANE][LIKES_FIGHTING][LARGE_PREDATOR][LARGE_ROAMING][PETVALUE:300]
[CREATURE_CLASS:ALL][CREATURE_CLASS:ARTHROPOD][CREATURE_CLASS:INVERTEBRATE]
[CLUSTER_NUMBER:4:6][POPULATION_NUMBER:600:2000]
[BODY_DETAIL_PLAN:LIGHT_CHITIN_MATERIALS_STL]
[BODY_DETAIL_PLAN:LIGHT_CHITIN_TISSUES_STL]
[BODY_DETAIL_PLAN:INSECT_LAYERS_STL]
[BODY_DETAIL_PLAN:INSECT_POSITIONS_STL]
[BODYGLOSS:CHELICERAE_STL]
[APPLY_CREATURE_VARIATION:BITE_MANDIBLE_INJECTION_STL]
[APPLY_CREATURE_VARIATION:IS_INSECT_STL]
[APPLY_CREATURE_VARIATION:APPEARANCE_VARIABILITY_BODYSIZE_HLG]
[APPLY_CREATURE_VARIATION:APPEARANCE_VARIABILITY_INSECT_EYES_STL]
[BLOOD:LOCAL_CREATURE_MAT:HEMOLYMPH:LIQUID]
[GENERAL_CHILD_NAME:aasiaat nymph:aasiaat nymphs]
[MAXAGE:12:14]
[AMBUSHPREDATOR]
[CAN_DO_INTERACTION:SNOWBLIND_SPIDER_STL]
[CDI:ADV_NAME:Hide in snow]
[CDI:TARGET:A:SELF_ONLY]
[CDI:WAIT_PERIOD:600]
[CDI:FREE_ACTION]
[CASTE:FEMALE]
[FEMALE]
[CASTE:MALE]
[MALE]
[USE_MATERIAL_TEMPLATE:POISON:INSECT_POISON_TEMPLATE_STL]
[STATE_NAME:ALL_SOLID:frozen aasiaat venom]
[STATE_ADJ:ALL_SOLID:frozen aasiaat venom]
[STATE_NAME:LIQUID:aasiaat venom]
[STATE_ADJ:LIQUID:aasiaat venom]
[STATE_NAME:GAS:boiling aasiaat venom]
[STATE_ADJ:GAS:boiling aasiaat venom]
[PREFIX:NONE]
[ENTERS_BLOOD]
[SYNDROME]
[SYN_NAME:aasiaat bite]
[SYN_AFFECTED_CLASS:ALL]
[SYN_IMMUNE_CREATURE:AASIAAT_STL:ALL]
[SYN_INJECTED]
[CE_PAIN:SEV:60:PROB:100:RESISTABLE:LOCALIZED:START:0:PEAK:60:END:7200]
[CE_NECROSIS:SEV:60:PROB:60:LOCALIZED:START:2400:PEAK:3600:END:7000]
[CE_BLISTERS:SEV:50:PROB:100:RESISTABLE:LOCALIZED:START:60:PEAK:120:END:2400]
[CE_NUMBNESS:SEV:80:PROB:70:RESISTABLE:LOCALIZED:START:5:PEAK:1200:END:2400]
[INTERACTION:REGEN_STL]
[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_CLASS:REGEN]
[CE_BODY_TRANSFORMATION:START:0:END:100]
[CE:CREATURE:HYDRA_HEALING_STL:HYDRA]
[I_EFFECT:CLEAN]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_GRIME_LEVEL:2]
It seems like you really like to make people suffer for their pleasures. At least they don't smoke automatically yet as they do with drinking that vodka. :DOh yes, I do, the only reason it's not automatic is for testing purposes.
EDIT: FUCK YES! It actually DOES work, perfectly, except for the odd transform. HAHAHAHA.
I set the usage hint to clean_self, so if the halfling gets blood on him - like, say, if he got cut in battle - he'll use the transform and become a cocoon (or an Oc), and clean himself in the process, thus healing him and ensuring he won't trigger it again instantly. Could have some odd behavior with other contaminants, but really - how does a creature get something on him that needs cleaning in a way that DOESN'T cause injury? There's cave-ins, which can hurt; monster dust, which causes harmful syndromes; and maybe water, but cocoons don't need to breathe so Hydra could buy a few seconds of life when drowning.
I am pleased :)
It seems like you really like to make people suffer for their pleasures. At least they don't smoke automatically yet as they do with drinking that vodka. :DOh yes, I do, the only reason it's not automatic is for testing purposes.
Also keep in mind light and dark blue are used for water, light and dark red are used for magma, and cyan is used for sky and ice, and that can't be changed.
That's part of the point! Not only does it harm the smoker, but it messes up work everywhere else! Just like real life!If it's automatic it definitely must have its own building so that you can get actual work done despite people barging in to smoke. :DIt seems like you really like to make people suffer for their pleasures. At least they don't smoke automatically yet as they do with drinking that vodka. :DOh yes, I do, the only reason it's not automatic is for testing purposes.
Also keep in mind light and dark blue are used for water, light and dark red are used for magma, and cyan is used for sky and ice, and that can't be changed.
Sky can be changed.
That's part of the point! Not only does it harm the smoker, but it messes up work everywhere else! Just like real life!If it's automatic it definitely must have its own building so that you can get actual work done despite people barging in to smoke. :DIt seems like you really like to make people suffer for their pleasures. At least they don't smoke automatically yet as they do with drinking that vodka. :DOh yes, I do, the only reason it's not automatic is for testing purposes.
I just need to remove the skill tag so that everyone does it.
These are weird plants.Understatement of the day.
I noticed that Tarnished Vodka doesn't have any syndrome of it's own. Just regular drunkenness and hangover. What's up with that? This is the most dangerous plant in the world! How is it safe (ish) to drink?It's not, the syndrome is attached to the plants material itself, which is applied to ALL forms of it, even the seeds would do it if you ate one.
I knew there was a reason I was so scared of those things :PI noticed that Tarnished Vodka doesn't have any syndrome of it's own. Just regular drunkenness and hangover. What's up with that? This is the most dangerous plant in the world! How is it safe (ish) to drink?It's not, the syndrome is attached to the plants material itself, which is applied to ALL forms of it, even the seeds would do it if you ate one.
I'm just waiting for the damn things to get a contact syndrome.That's actually what I'm working on now, but the blisters don't seem to be doing anything yet, so I need to amp them up a notch or twenty.
Fortunately, I'm relatively sure that only contaminants transfer contact syndromes, and that, say, a solid plant wouldn't do it.
I just had a wild hound get it's hair chipped by a Halfling rock. Hair chipped. Must use a lot of hair product.Hair product made from Tarnish Stalks.
That's horrible. But if you waxed it into a horn you could get a poison head-butt attack.Hmm, that gives me an idea....
sory for the delay i just got back and have finished tileset compatibility and graphics formalards.
on a different note i went on a tour of an open cast coal mine which has given me some ideas. they ussed to do shaft minning in the same place and there is a shaft that has been burning continuosly since 1926
so i will try to replicate this in game
I see that the [CASTE:HYDRA] token is right at the end of the creature definition. DF might not like that, and expect more tokens to come after a caste definition. Try moving it to an earlier point in the raws.
I noticed that Tarnished Vodka doesn't have any syndrome of it's own. Just regular drunkenness and hangover. What's up with that? This is the most dangerous plant in the world! How is it safe (ish) to drink?
Hehe, I remember those.I noticed that Tarnished Vodka doesn't have any syndrome of it's own. Just regular drunkenness and hangover. What's up with that? This is the most dangerous plant in the world! How is it safe (ish) to drink?
Hehe someone hasn't looked over the Elfwood raws very carefully :P
I've uploaded the alchemy raws version 2.were?
were?
Code: [Select][REACTION:MAKE_WOOD_PLANKS_STL]
[NAME:make wooden planks]
[BUILDING:CRAFTSMAN:CUSTOM_P]
[REAGENT:WOOD:1:WOOD:NO_SUBTYPE:NONE:WOOD]
[PRODUCT:100:4:BLOCKS:NONE:GET_MATERIAL_FROM_REAGENT:WOOD:NONE]
[SKILL:CARPENTRY]
Seeing as above-ground forts will likely be more common, I made this. Feel free to add into raws :)
inorganic_stone_mineral_SKH
[OBJECT:INORGANIC]
[INORGANIC:COAL_SKH]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE_HLG]
[STATE_NAME_ADJ:ALL_SOLID:coal][DISPLAY_COLOR:0:7:1][TILE:136]
[ENVIRONMENT:SEDIMENTARY:VEIN:100]
[ENVIRONMENT:METAMORPHIC:VEIN:100]
[ITEM_SYMBOL:34]
[IGNITE_POINT:11000]
[MELTING_POINT:NONE]
[BOILING_POINT:14000]
[SOLID_DENSITY:1400]
[IS_STONE]
[INORGANIC:COAL_DOOM_SKH]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE_HLG]
[STATE_NAME_ADJ:ALL_SOLID:coa l][DISPLAY_COLOR:0:7:1][TILE:136]
[IS_GEM:coal:STP:OVERWRITE_SOLID]
[ENVIRONMENT_SPEC:COAL_SKH:CLUSTER_ONE:100]
[ITEM_SYMBOL:34]
[MAT_FIXED_TEMP:32000]
[IGNITE_POINT:11000]
[MELTING_POINT:NONE]
[BOILING_POINT:14000]
[SOLID_DENSITY:1400]
[IS_STONE]
[SYNDROME]
[SYN_NAME:Monoxide]
[SYN_AFFECTED_CLASS:ALL]
[SYN_INHALED]
[SYN_CONTACT]
[CE_IMPAIR_FUNCTION:SEV:100:PROB:100:BP:BY_CATEGORY:EYES:ALL:START:0:END:6000]
[CE_IMPAIR_FUNCTION:SEV:100:PROB:100:BP:BY_CATEGORY:EYE:ALL:START:0:END:6000]
[CE_IMPAIR_FUNCTION:SEV:100:PROB:5:BP:BY_CATEGORY:EYES:ALL:START:0] Slight chance of perma-blinding vicitm
[CE_IMPAIR_FUNCTION:SEV:100:PROB:5:BP:BY_CATEGORY:EYE:ALL:START:0]
[SYN_INHALED]
[CE_COUGH_BLOOD:SEV:100:PROB:100:RESISTABLE:SIZE_DILUTES:START:5:PEAK:100:END:1000]
[CE_BLEEDING:SEV:100:PROB:100:LOCALIZED:VASCULAR_ONLY:RESISTABLE:START:0:PEAK:100:END:2000]
[CE_BLISTERS:SEV:100:PROB:100:LOCALIZED:VASCULAR_ONLY:RESISTABLE:START:0:PEAK:100:END:2000]
I think the only things by now that are unqualifiedly not out for the blood of the players are the meat, and the atmosphere itself.I'm working on both of these issues.
Waiting for Evil Rain to get customized :P
Also the coal itself isn't toxic, nor does it combust. That would be the occasional toxic byproduct. Something similar to what I did with iridium, but haven't seen due to not seeing any iridium or oxyline. I may have to tweak the frequencies.
Waiting for Evil Rain to get customized :P
Also the coal itself isn't toxic, nor does it combust. That would be the occasional toxic byproduct. Something similar to what I did with iridium, but haven't seen due to not seeing any iridium or oxyline. I may have to tweak the frequencies.
i am also going to add peat, which will appear in the soil layers and be gaverable as clay so you can burn the boulders to get bars, it will be inefficient but an infinite fuel source+1.
Also the coal itself isn't toxic, nor does it combust.
Code: [Select][MAT_FIXED_TEMP:32000]
[IGNITE_POINT:11000]
[MELTING_POINT:NONE]
[BOILING_POINT:14000]
It would be interesting from an evolutionary standpoint to see what "defenses" the halflings and other creatures will develop to counter the extreme toxicity of the world as it stands. Halflings have "free(ish) will, of course, but it would be strange for them to be living unchanged in an environment where they didn't evolve defenses to the "natural" dangers around them.
Therefore, I humbly suggest a rare caste of mutant "superhalflings" who are dumb as rocks (and about as tough) but who produce offspring at a prodigious rate. Perhaps make these mutants have a lifespan of only a couple years as an adult and be incredibly naturally agile to survive the rigors of the world and keep the halfling race alive "in spurts" as it were?
dirigible antelope
Giant floating [GRAZER]s with horns? Yes please.
HmThat's about what I was thinking
according to wiki (http://dwarffortresswiki.org/index.php/DF2012:Body_token) [FLIER] is needed for both body part and creature. Creature with [FLIER] can fly without any [FLIER] parts but disabling [FLIER] parts when they are there apparently causes plummeting. Is this incorrect? Honestly not sure.
How about
- air sac has [FLIER] indeed
- air sac leaks syndrome-causing fluid that causes the creature itself to emit bursts of gas for a while ("gas escaping") and move very fast for a few phases?
[INORGANIC:AIR_STL]
[USE_MATERIAL_TEMPLATE:PLANT_STRUCTURE_HLG]
[STATE_COLOR:ALL_SOLID:RED]
[STATE_NAME_ADJ:ALL_SOLID:air]
[STATE_NAME_ADJ:LIQUID:liquid oxygen]
[STATE_NAME_ADJ:GAS:air]
[BOILING_POINT:9671] Used oxygen
[MELTING_POINT:9606]
[MAT_FIXED_TEMP:9672]
[TISSUE_TEMPLATE:DIRIGIBLE_AIR_STL]
[TISSUE_NAME:air:STP]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:AIR]
[RELATIVE_THICKNESS:1]
[HEALING_RATE:0]
[VASCULAR:0]
[PAIN_RECEPTORS:0]
[TISSUE_MAT_STATE:GAS]
[FUNCTIONAL]
[STRUCTURAL]
[TISSUE_LEAKS]
[TISSUE_SHAPE:LAYER]
[TISSUE_TEMPLATE:LIFT_GAS_TEMPLATE_KPT]
[TISSUE_NAME:lift gas:STP]
[TISSUE_MATERIAL:
[FLIGHT]// wiki says this might or might not do any thing
[TISSUE_LEAKS]
[FUNCTIONAL]// Should remove functionality from gas bag when lost due to LEAKS (covers bases in case FLIGHT dose nothing)
[TISSUE_SHAPE:LAYER]
[TISSUE_MAT_STATE:GAS]
[RELATIVE_THICKNESS:100]
[HEALING_RATE:300]//three times as long as vanela skin to heal. slowly replenishing it self after being rapidly lost.
Material is left blank because I haven't gotten to it yet
[BODY:GAS_BAG]
[BP:GASBAG:gas bag:gas bags][FLIER][CATEGORY:GASBAG][CON:TORSO]
[DEFAULT_RELSIZE:2500]
[TISSUE_TEMPLATE:LIFT_GAS_TEMPLATE_KPT]
[TISSUE_NAME:lift gas:STP]
[TISSUE_MATERIAL:
[FLIGHT]// wiki says this might or might not do any thing
[TISSUE_LEAKS]
[FUNCTIONAL]// Should remove functionality from gas bag when lost due to LEAKS (covers bases in case FLIGHT dose nothing)
[TISSUE_SHAPE:LAYER]
[TISSUE_MAT_STATE:GAS]
[RELATIVE_THICKNESS:100]
[HEALING_RATE:300]//three times as long as vanela skin to heal. slowly replenishing it self after being rapidly lost.
[BODY:DIRIGIBLE_FRAME_STL]
[BP:UB:body:bodies][UPPERBODY][LOWERBODY][HEAD][CATEGORY:BODY_UPPER]
[DEFAULT_RELSIZE:300]
[BP:GAS_SACK:gas sack:STP][CON:UB][FLIER][CATEGORY:GAS_SACK]
[DEFAULT_RELSIZE:1200]
[BODY:4TENTACLES_GRASP_STL]
[BP:R_TENT:first right tentacle:STP][CON:UB][RIGHT][GRASP][CATEGORY:TENTACLE]
[DEFAULT_RELSIZE:225]
[BP:L_TENT:first left tentacle:STP][CON:UB][LEFT][GRASP][CATEGORY:TENTACLE]
[DEFAULT_RELSIZE:225]
[BP:R_TENT2:second right tentacle:STP][CON:UB][RIGHT][GRASP][CATEGORY:TENTACLE]
[DEFAULT_RELSIZE:225]
[BP:L_TENT2:second left tentacle:STP][CON:UB][LEFT][GRASP][CATEGORY:TENTACLE]
[DEFAULT_RELSIZE:225]
[CREATURE_VARIATION:ATTACK_BITE_NOLATCH_NOTEETH_STL]
[CV_NEW_TAG:ATTACK:BITE:BODYPART:BY_CATEGORY:MOUTH]
[CV_NEW_TAG:ATTACK_SKILL:BITE]
[CV_NEW_TAG:ATTACK_VERB:bite:bites]
[CV_NEW_TAG:ATTACK_CONTACT_PERC:10]
[CV_NEW_TAG:ATTACK_PENETRATION_PERC:300]
[CV_NEW_TAG:ATTACK_FLAG_EDGE]
[CV_NEW_TAG:ATTACK_FLAG_WITH]
[CV_NEW_TAG:ATTACK_PRIORITY:MAIN]
[CREATURE_VARIATION:ATTACK_TENTACLE_STRIKE_STL]
[CV_NEW_TAG:ATTACK:STRIKE:BODYPART:BY_CATEGORY:TENTACLE]
[CV_NEW_TAG:ATTACK_SKILL:GRASP_STRIKE]
[CV_NEW_TAG:ATTACK_VERB:whip:whips]
[CV_NEW_TAG:ATTACK_CONTACT_PERC:5]
[CV_NEW_TAG:ATTACK_PRIORITY:MAIN]
[CV_NEW_TAG:ATTACK_FLAG_WITH]
[CV_NEW_TAG:ATTACK_VELOCITY_MODIFIER:400]
[BODY_DETAIL_PLAN:DIRIGIBLE_MATLAYERS_STL]
[ADD_MATERIAL:AIR:AIR_STL]
[ADD_TISSUE:AIR:LIFT_GAS_TEMPLATE_KPT]
[BP_LAYERS:BY_CATEGORY:GAS_SACK:AIR:50:SKIN:2]
[CREATURE:AEROPLANKTON_STL]
[NAME:cloud of aeroplankton:clouds of aeroplankton:cloud of aeroplankton]
[CASTE_NAME:cloud of aeroplankton:clouds of aeroplankton:cloud of aeroplankton]
[CREATURE_TILE:176][COLOR:7:0:1]
[DESCRIPTION:A cloud of tiny insects, microbes, and algae, most spending their entire lives without once touching the ground. They act as food for larger airborne creatures.]
[VERMIN_GROUNDER][FREQUENCY:100][UBIQUITOUS]
[BIOME:ALL_MAIN][CLUSTER_NUMBER:5:10][POPULATION_NUMBER:10000:20000]
[FLIER]
[ALL_ACTIVE]
[BODY:VERMIN_BODY_HLG]
[BODY_DETAIL_PLAN:VERMIN_TISSUE_HLG]
[BODY_DETAIL_PLAN:VERMIN_LAYERS_HLG]
[NO_SLEEP]
[MUNDANE][NOT_BUTCHERABLE][SMALL_REMAINS]
[BODY_SIZE:0:0:5]
[VERMIN_NOTRAP]
[CASTE:MALE] ## Yes, there are male and female clouds. They're, uh...they're very strict about separate spheres. Yeah, that's the ticket...
[MALE]
[CASTE:FEMALE]
[FEMALE]
Should the bones be weaker for these creatures? Less dense, to float easier, and weaker as a result?probably yes
[OBJECT:CREATURE]
[CREATURE:DIRIGIZELLE]
[DESCRIPTION:A strange flying ungulate. They drif peacefuly through the air and flee quickly from danger.]
[NAME:dirigizelle:dirigizelles:dirigizelle]
[CASTE_NAME:dirigizelle:dirigizelles:dirigizelle]
[CREATURE_TILE:104][COLOR:4:0:0]
[PREFSTRING:bouyancy]
[PREFSTRING:dopey expression]
[CLUSTER_NUMBER:3:12]
[CREATURE_CLASS:ALL][CREATURE_CLASS:QUADRUPED][CREATURE_CLASS:UNGULATE]
[CREATURE_CLASS:MAMMAL][CREATURE_CLASS:VERTEBRATE][CREATURE_CLASS:BLIMP]
[BIOME:GRASSLAND_TEMPERATE]
[BIOME:SAVANNA_TEMPERATE]
[BIOME:GRASSLAND_TROPICAL]
[BIOME:SAVANNA_TROPICAL]
[FREQUENCY:50]
[LARGE_ROAMING]
[MUNDANE][DIURNAL][PET_EXOTIC]
[FLEEQUICK]
[FLIER]
[PETVALUE:500][LITTERSIZE:3:10][MAXAGE:15:25][NATURAL]
[POPULATION_NUMBER:100:1000]
[APPLY_CREATURE_VARIATION:CLEANS_SELF_DAILY_HLG]
[HAS_NERVES][GETS_WOUND_INFECTIONS][GETS_INFECTIONS_FROM_ROT][CHILD:3][HOMEOTHERM:10070]
[GENERAL_BABY_NAME:fawn:fawns]
[SWIMS_INNATE][SWIM_SPEED:2000]
[BODY_SIZE:0:0:14000]
[BODY_SIZE:1:0:50000]
[BODY_SIZE:2:0:90000]
[BODY_SIZE:3:0:1400000]
[USE_MATERIAL_TEMPLATE:AIR:AIR_STL]
[BODY:CORE_HLG:GAS_BAG_KPT:DOG_ARMS_HLG:EXTERNAL_EARS_HLG:TEETH_HLG:TAIL_HLG]
[BODY_DETAIL_PLAN:CORE_MATERIALS_HLG]
[BODY_DETAIL_PLAN:CORE_TISSUES_HLG]
[BODY_DETAIL_PLAN:CORE_LAYERS_HLG]
[BODY_DETAIL_PLAN:TEETH_HLG]
[BODY_DETAIL_PLAN:DOG_ARMS_LAYERS_HLG]
[BODY_DETAIL_PLAN:EXTERNAL_EARS_LAYERS_HLG]
[BODY_DETAIL_PLAN:TAIL_LAYERS_HLG]
[BODY_DETAIL_PLAN:HAIR_HLG]
[BODY_DETAIL_PLAN:HAIR_ALL_OVER_HLG]
[BODY_DETAIL_PLAN:DIRIGIBLE_MATLAYERS_STL]
[BODYGLOSS:FOOTPAW_HLG]
[GRAZER:428]
[TENDONS:LOCAL_CREATURE_MAT:TENDON:400]
[LIGAMENTS:LOCAL_CREATURE_MAT:TENDON:400]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[APPLY_CREATURE_VARIATION:BITE_ANIMAL_HLG]
[APPLY_CREATURE_VARIATION:SCRATCH_PAW_HLG]
[APPLY_CREATURE_VARIATION:APPEARANCE_VARIABILITY_EYE_COLOR_HLG]
[APPLY_CREATURE_VARIATION:APPEARANCE_VARIABILITY_BODYSIZE_HLG]
[APPLY_CREATURE_VARIATION:APPEARANCE_VARIABILITY_BODY_HAIR_HLG]
[CASTE:FEMALE][FEMALE]
[CASTE:MALE][MALE]
[OBJECT:BODY_DETAIL_PLAN]
[BODY_DETAIL_PLAN:DIRIGIBLE_MATLAYERS_STL]
[ADD_MATERIAL:AIR:AIR_STL]
[ADD_TISSUE:AIR:LIFT_GAS_TEMPLATE_KPT]
[BP_LAYERS:BY_CATEGORY:GAS_SACK:AIR:50:SKIN:2]
[MATERIAL_TEMPLATE:AIR_STL]
[STATE_COLOR:ALL_SOLID:RED]
[STATE_NAME_ADJ:ALL_SOLID:air]
[STATE_NAME_ADJ:LIQUID:liquid oxygen]
[STATE_NAME_ADJ:GAS:air]
[BOILING_POINT:9671] Used oxygen
[MELTING_POINT:9606]
[MAT_FIXED_TEMP:9672]
[TISSUE_TEMPLATE:LIFT_GAS_TEMPLATE_KPT]
[TISSUE_NAME:lift gas:STP]
[TISSUE_MATERIAL:ARI_STL:AIR]
[FLIGHT]// wiki says this might or might not do any thing
[TISSUE_LEAKS]
[FUNCTIONAL]// Should remove functionality from gas bag when lost due to LEAKS (covers bases in case FLIGHT dose nothing)
[STRUCTURAL]
[TISSUE_SHAPE:LAYER]
[TISSUE_MAT_STATE:GAS]
[RELATIVE_THICKNESS:100]
[HEALING_RATE:300]//three times as long as vanela skin to heal. slowly replenishing it self after being rapidly lost.
[OBJECT:CREATURE]
[CREATURE:DIRIGIZELLE]
[DESCRIPTION:A strange flying ungulate. They drif peacefuly through the air and flee quickly from danger.]
[NAME:dirigizelle:dirigizelles:dirigizelle]
[CASTE_NAME:dirigizelle:dirigizelles:dirigizelle]
[CREATURE_TILE:104][COLOR:4:0:0]
[PREFSTRING:bouyancy]
[PREFSTRING:dopey expression]
[CLUSTER_NUMBER:3:12]
[CREATURE_CLASS:ALL][CREATURE_CLASS:QUADRUPED][CREATURE_CLASS:UNGULATE]
[CREATURE_CLASS:MAMMAL][CREATURE_CLASS:VERTEBRATE][CREATURE_CLASS:BLIMP]
[BIOME:GRASSLAND_TEMPERATE]
[BIOME:SAVANNA_TEMPERATE]
[BIOME:GRASSLAND_TROPICAL]
[BIOME:SAVANNA_TROPICAL]
[FREQUENCY:50]
[LARGE_ROAMING]
[MUNDANE][DIURNAL][PET_EXOTIC]
[FLEEQUICK]
[FLIER]
[PETVALUE:500][LITTERSIZE:3:10][MAXAGE:15:25][NATURAL]
[POPULATION_NUMBER:100:1000]
[APPLY_CREATURE_VARIATION:CLEANS_SELF_DAILY_HLG]
[HAS_NERVES][GETS_WOUND_INFECTIONS][GETS_INFECTIONS_FROM_ROT][CHILD:3][HOMEOTHERM:10070]
[GENERAL_BABY_NAME:fawn:fawns]
[SWIMS_INNATE][SWIM_SPEED:2000]
[BODY_SIZE:0:0:14000]
[BODY_SIZE:1:0:50000]
[BODY_SIZE:2:0:90000]
[BODY_SIZE:3:0:1400000]
[USE_MATERIAL_TEMPLATE:AIR:AIR_STL]
[BODY:CORE_HLG:GAS_BAG_KPT:DOG_ARMS_HLG:EXTERNAL_EARS_HLG:TEETH_HLG:TAIL_HLG]
[BODY_DETAIL_PLAN:CORE_MATERIALS_HLG]
[BODY_DETAIL_PLAN:CORE_TISSUES_HLG]
[BODY_DETAIL_PLAN:CORE_LAYERS_HLG]
[BODY_DETAIL_PLAN:TEETH_HLG]
[BODY_DETAIL_PLAN:DOG_ARMS_LAYERS_HLG]
[BODY_DETAIL_PLAN:EXTERNAL_EARS_LAYERS_HLG]
[BODY_DETAIL_PLAN:TAIL_LAYERS_HLG]
[BODY_DETAIL_PLAN:HAIR_HLG]
[BODY_DETAIL_PLAN:HAIR_ALL_OVER_HLG]
[BODY_DETAIL_PLAN:DIRIGIBLE_MATLAYERS_STL]
[BODYGLOSS:FOOTPAW_HLG]
[GRAZER:428]
[TENDONS:LOCAL_CREATURE_MAT:TENDON:400]
[LIGAMENTS:LOCAL_CREATURE_MAT:TENDON:400]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[APPLY_CREATURE_VARIATION:BITE_ANIMAL_HLG]
[APPLY_CREATURE_VARIATION:SCRATCH_PAW_HLG]
[APPLY_CREATURE_VARIATION:APPEARANCE_VARIABILITY_EYE_COLOR_HLG]
[APPLY_CREATURE_VARIATION:APPEARANCE_VARIABILITY_BODYSIZE_HLG]
[APPLY_CREATURE_VARIATION:APPEARANCE_VARIABILITY_BODY_HAIR_HLG]
[CASTE:FEMALE][FEMALE]
*** Error(s) found in the file "raw/objects/creature_kopout.txt"
DIRIGIZELLE:Unrecognized Material Template: AIR_STL
*** Error(s) finalizing the creature DIRIGIZELLE
DIRIGIZELLE:FEMALE:gas bag, layer 2: Tissue AIR was not found, using first tissue instead
DIRIGIZELLE:MALE:gas bag, layer 2: Tissue AIR was not found, using first tissue instead
They won't one-shot anybody. Except that one guy who was killed in testing, but that was fixed.
I wish this didn't update so fast sometimes.
As to Halfling stating that things should make the game "fun" rather than simply hard, I'd like to point out that my plants will only kill you if you are ill-prepared, and you can fight them perfectly well. They won't one-shot anybody. Except that one guy who was killed in testing, but that was fixed.
creature_SKH
[OBJECT:CREATURE]
[CREATURE:MAMAPHINT_SKH]
[DESCRIPTION:A large golden haired beast with large tusks and a long sensitive trunk, comonly kept for its large amounts of meat, ivory and valuable fur.]
[NAME:goldan mamaphint:goldan mamaphint:goldan mamaphint]
[CASTE_NAME:goldan mamaphint:goldan mamaphint:goldan mamaphint]
[CREATURE_TILE:104][COLOR:4:0:0]
[PREFSTRING:Size and grace]
[PREFSTRING:gentle nature]
[PREFSTRING:Intelagenc]
[CLUSTER_NUMBER:3:12]
[CREATURE_CLASS:ALL][CREATURE_CLASS:QUADRUPED]
[CREATURE_CLASS:MAMMAL][CREATURE_CLASS:VERTEBRATE]][CREATURE_CLASS:PACKADERM]
[WAGON_PULLER]
[MUNDANE][DIURNAL][COMMON_DOMESTIC][TRAINABLE][PET]
[PETVALUE:2000][LITTERSIZE:1:2][MAXAGE:40:80][NATURAL]
[POPULATION_NUMBER:100:1000]
[APPLY_CREATURE_VARIATION:CLEANS_SELF_DAILY_HLG]
[SPEED:400]
[HAS_NERVES][GETS_WOUND_INFECTIONS][GETS_INFECTIONS_FROM_ROT][BABY:1][HOMEOTHERM:10070]
[GENERAL_BABY_NAME:calf:calves]
[SWIMS_INNATE][SWIM_SPEED:2000]
[BODY_SIZE:7000000]
[BODY:CORE_HLG:OLI_LEGS_SKH:TUSKS_SKH:EXTERNAL_EARS_HLG:TEETH_HLG:TAIL_HLG]
[BODY_DETAIL_PLAN:DOG_ARMS_LAYERS_HLG]
[BODY_DETAIL_PLAN:CORE_MATERIALS_HLG]
[BODY_DETAIL_PLAN:CORE_TISSUES_HLG]
[BODY_DETAIL_PLAN:CORE_LAYERS_HLG]
[BODY_DETAIL_PLAN:TEETH_HLG]
[BODY_DETAIL_PLAN:BACK_LEGS_LAYERS_HLG]
[BODY_DETAIL_PLAN:EXTERNAL_EARS_LAYERS_HLG]
[BODY_DETAIL_PLAN:TAIL_LAYERS_HLG]
[BODY_DETAIL_PLAN:HAIR_HLG]
[BODY_DETAIL_PLAN:HAIR_ALL_OVER_HLG]
[BODY_DETAIL_PLAN:TRUNK_MATERIALS_SKH]
[BODY_DETAIL_PLAN:TRUNK_TISSUES_SKH]
[BODY_DETAIL_PLAN:TRUNK_LAYERS_SKH]
[TENDONS:LOCAL_CREATURE_MAT:TENDON:400]
[LIGAMENTS:LOCAL_CREATURE_MAT:TENDON:400]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[SET_TL_GROUP:BY_CATEGORY:ALL:HAIR]
[TL_COLOR_MODIFIER:GOLD:1]
[TLCM_NOUN:wool:SINGULAR]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:0:0:0:0:0:0:0]
[APP_MOD_NOUN:wool:SINGULAR]
[APP_MOD_RATE:1:DAILY:0:900:0:0:NO_END]
[APP_MOD_DESC_RANGE:10:50:100:150:200:300]
[SHEARABLE_TISSUE_LAYER:LENGTH:400]
[NATURAL_SKILL:STANCE_STRIKE:4]
[NATURAL_SKILL:MELEE_COMBAT:4]
[NATURAL_SKILL:DODGING:4]
[CAN_LEARN]
[APPLY_CREATURE_VARIATION:OLI_SKH]
[BODYGLOSS:FOOTPAW_HLG]
[BODYGLOSS:ANKLEHOCK_HLG]
[TENDONS:LOCAL_CREATURE_MAT:TENDON:400]
[LIGAMENTS:LOCAL_CREATURE_MAT:TENDON:400]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CASTE:FEMALE][FEMALE]
[CASTE:MALE][MALE]
Yes, it's going crazy fast now. Worse, I'm not sure how the person doing the modding turn can possibly handle all this info. We might need a different structure if this is to work as intended, but I'm not sure how... I personally will have even more trouble keeping up since life is getting kind of busy.
Yes, everything can be made from a tarnish stalk!
I specifically made them with the intention that they would be highly versatile, I even tried to make them usable in weapon and armor production, but that didn't work out.
ok here is what i have been making, a new pet for our halflings. i will be making some more elaphants later
*snippety*
thanks for the spelling check.ok here is what i have been making, a new pet for our halflings. i will be making some more elaphants later
*snippety*
Hm...some minor spelling errors I have seen. "Pachyderm" instead of "Packaderm", and also, "intelligence" instead of "Intelagenc". Maybe "golden", too seeing as how it's not capitalized like a proper noun to indicate someone's name. In the description, "commonly" instead of "comonly".
On the technical side, there appears to be an extra "]" after "[CREATURE_CLASS:VERTEBRATE]".
Also, yay elephants :)
@Plant weaponry: Oh GODC, now we'll be flooded by cheap toxic weapons, too. Lovely.
@Kopout - you seem to have misspelled "air" in the lift gas template. That may be a source of error.Fixing the spelling error doesn't help. I'm going to try local creature mat, but I think I tried that already.
EDIT: Also, isn't it usually "LOCAL_CREATURE_MAT:AIR", and then AIR is defined in the body detail plans? For that I think "INORGANIC:AIR_STL" would work, too, though I am unsure.
[CREATURE:PLESIOPHINT_SKH]
[DESCRIPTION:An unimagably large marine Predatore with large tusks and a long sensitive trunk used to catch fish, it patrols the oceans in search of
pray.]
[NAME:plesiophint:plesiophint:plesiophint]
[CASTE_NAME:plesiophint:plesiophint:plesiophint]
[CREATURE_TILE:104][COLOR:4:0:0]
[PREFSTRING:share scale]
[AQUATIC][UNDERSWIM][IMMOBILE_LAND][BEACH_FREQUENCY:10]
[CLUSTER_NUMBER:2:3]
[CREATURE_CLASS:ALL][CREATURE_CLASS:QUADRUPED]
[CREATURE_CLASS:MAMMAL][CREATURE_CLASS:VERTEBRATE][CREATURE_CLASS:PACHYDERM]
[MUNDANE][TRAINABLE][PET_EXOTIC]
[PETVALUE:20000][LITTERSIZE:1:2][MAXAGE:400:800][NATURAL]
[LARGE_PREDATOR][CARNIVORE]
[BIOME:ANY_OCEAN]
[POPULATION_NUMBER:20:60]
[APPLY_CREATURE_VARIATION:CLEANS_SELF_DAILY_HLG]
[SPEED:400]
[HAS_NERVES][GETS_WOUND_INFECTIONS][GETS_INFECTIONS_FROM_ROT][BABY:1][HOMEOTHERM:10070]
[GENERAL_BABY_NAME:calf:calves]
[SWIMS_INNATE][SWIM_SPEED:400]
[BODY_SIZE:0:0:250000000]
[BODY:CORE_HLG:FLIPPERS_SKH:TUSKS_SKH:TEETH_HLG:TAIL_HLG]
[BODY_DETAIL_PLAN:DOG_ARMS_LAYERS_HLG]
[BODY_DETAIL_PLAN:CORE_MATERIALS_HLG]
[BODY_DETAIL_PLAN:CORE_TISSUES_HLG]
[BODY_DETAIL_PLAN:CORE_LAYERS_HLG]
[BODY_DETAIL_PLAN:TEETH_HLG]
[BODY_DETAIL_PLAN:BACK_LEGS_LAYERS_HLG]
[BODY_DETAIL_PLAN:TAIL_LAYERS_HLG]
[BODY_DETAIL_PLAN:TRUNK_MATERIALS_SKH]
[BODY_DETAIL_PLAN:TRUNK_TISSUES_SKH]
[BODY_DETAIL_PLAN:TRUNK_LAYERS_SKH]
[TENDONS:LOCAL_CREATURE_MAT:TENDON:400]
[LIGAMENTS:LOCAL_CREATURE_MAT:TENDON:400]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CAN_LEARN]
[NATURAL_SKILL:STANCE_STRIKE:6]
[NATURAL_SKILL:MELEE_COMBAT:6]
[NATURAL_SKILL:DODGING:6]
[APPLY_CREATURE_VARIATION:OLI_SKH]
[BODYGLOSS:FOOTPAW_HLG]
[BODYGLOSS:ANKLEHOCK_HLG]
[TENDONS:LOCAL_CREATURE_MAT:TENDON:400]
[LIGAMENTS:LOCAL_CREATURE_MAT:TENDON:400]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[SELECT_MATERIAL:ALL]
[MULTIPLY_VALUE:15]
[CASTE:FEMALE][FEMALE]
[CASTE:MALE][MALE]
and here are its atacks[CV_NEW_TAG:ATTACK:STOMP:BODYPART:BY_TYPE:STANCE]
[CV_NEW_TAG:ATTACK_SKILL:STANCE_STRIKE]
[CV_NEW_TAG:ATTACK_VERB:strike:stikes]
[CV_NEW_TAG:ATTACK_CONTACT_PERC:100]
[CV_NEW_TAG:ATTACK_PRIORITY:SECOND]
[CV_NEW_TAG:ATTACK_FLAG_WITH]
[CV_NEW_TAG:ATTACK_VELOCITY_MODIFIER:600]
[CV_NEW_TAG:ATTACK:GORE:BODYPART:BY_CATEGORY:TUSK]
[CV_NEW_TAG:ATTACK_SKILL:STANCE_STRIKE]
[CV_NEW_TAG:ATTACK_VERB:gore:gores]
[CV_NEW_TAG:ATTACK_CONTACT_PERC:10]
[CV_NEW_TAG:ATTACK_PENETRATION_PERC:150]
[CV_NEW_TAG:ATTACK_PRIORITY:MAIN]
[CV_NEW_TAG:ATTACK_FLAG_WITH]
[CV_NEW_TAG:ATTACK_FLAG_EDGE]
[CV_NEW_TAG:ATTACK_VELOCITY_MODIFIER:1100]
[MATERIAL_TEMPLATE:IVORY_TEMPLATE_SKH]
[STATE_COLOR:ALL_SOLID:WHITE]
[MATERIAL_VALUE:10][STATE_NAME:ALL_SOLID:ivory]
[STATE_ADJ:ALL_SOLID:ivory]
[STATE_COLOR:LIQUID:WHITE]
[STATE_NAME:LIQUID:ivory slurry]
[STATE_ADJ:LIQUID:ivory slurry]
[STATE_COLOR:GAS:WHITE]
[STATE_NAME:GAS:ivory ashes]
[STATE_ADJ:GAS:ivory ash]
[DISPLAY_COLOR:7:0:1]
[SPEC_HEAT:1000]
[IGNITE_POINT:10300]
[MELTING_POINT:11000]
[BOILING_POINT:12000]
[HEATDAM_POINT:10200]
[COLDDAM_POINT:9950]
[SOLID_DENSITY:3000]
[LIQUID_DENSITY:1000]
[IMPACT_YIELD:600000]
[IMPACT_FRACTURE:600000]
[COMPRESSIVE_YIELD:600000]
[COMPRESSIVE_FRACTURE:600000]
[TENSILE_YIELD:300000]
[TENSILE_FRACTURE:300000]
[TORSION_YIELD:300000]
[TORSION_FRACTURE:300000]
[SHEAR_YIELD:300000]
[SHEAR_FRACTURE:300000]
[BENDING_YIELD:300000]
[BENDING_FRACTURE:300000]
[MAX_EDGE:10000]
[ABSORPTION:100]
[IMPLIES_ANIMAL_KILL]
[TOOTH]
[ITEMS_HARD]
[ITEMS_AMMO]
Does their skin disintegrate? Because for some reason, I was having that issue with my air jellies. They'd take a hit to the gas sack and be enveloped in "dirigible jellyfish skin ash". The trail of it following a falling jelly was cool, but it left me perplexed.This, if nothing else, is why this game (and by extension, this mod) is the most amazing thing in the world.
Ah, whatever. I think I'll just use your stuff, since that works and (I'm assuming it) doesn't cause skin disintegration.
this is what i have been working on think of a leopleradon crossed with an elephant and make it the size of a giant sperm whale
*snippety*
however in combat test it did not seem to be very effective against see scorpions (its attacks glanced off) it could not even kill one and they are only the size of people, anyone have any ideas why?
Okay. Nice stuff, all.
Counting that sackhead started a bit late, now it's been about a week (actually slightly over). So, it's time for an upload and for HugoLuman to take his turn.
The procedure is
1. Integrate newest versions of old packs, as well as any suggestions
2. Make sure it doesn't leave an errorlog
3. Upload and I'll put it up on the first page
Since you included compatibility with obsidian tiles, requesting both obsidian and ascii version.
I was kind of hoping to finish them myself if that's alright.Okay. Nice stuff, all.
Counting that sackhead started a bit late, now it's been about a week (actually slightly over). So, it's time for an upload and for HugoLuman to take his turn.
The procedure is
1. Integrate newest versions of old packs, as well as any suggestions
2. Make sure it doesn't leave an errorlog
3. Upload and I'll put it up on the first page
Since you included compatibility with obsidian tiles, requesting both obsidian and ascii version.
Already? Crap, I barely know what's going on... kopout, may I finish the Dirigizelle raws?
Does their skin disintegrate? Because for some reason, I was having that issue with my air jellies. They'd take a hit to the gas sack and be enveloped in "dirigible jellyfish skin ash". The trail of it following a falling jelly was cool, but it left me perplexed.No skin disintegration. It looks like your stuff causes the skin around it to sublimate. I kinda wish my did, that sounds more like an unintended feature than a bug :P
Ah, whatever. I think I'll just use your stuff, since that works and (I'm assuming it) doesn't cause skin disintegration.
they now burst into flame if they get to close to magmaI may well begin unofficially playtesting in a week or so. Would be earlier, but i'm away next week.
See? Too many wild animals are automatically hostile and extremely dangerous.In general, almost all of the creatures made by this community want to kill you. Most of them are also very good at doing so.
See? Too many wild animals are automatically hostile and extremely dangerous.In general, almost all of the creatures made by this community want to kill you. Most of them are also very good at doing so.
See? Too many wild animals are automatically hostile and extremely dangerous.
"Good, it's only a dragon."Only in Bay12.
See? Too many wild animals are automatically hostile and extremely dangerous.
I never thought I would say this, but my wild dragons will be a welcome relief. I made them to annoy. Now the reaction will be "Good, it's only a dragon."
I'm up for adding a crapload of nonsensical and [BENIGN] animals, if I can take a modding turn.As long as they can all be milked, sheared, and harvested for personal gain!
I would like a modding turn, please.See? Too many wild animals are automatically hostile and extremely dangerous.In general, almost all of the creatures made by this community want to kill you. Most of them are also very good at doing so.
Just genned a world and I've begun play testing. the first thing I noticed was that the apple tree processing reaction at the lumber yard doesn't work (or I'm doing it wrong). It requires something called "Apple Tree Plant Logs" and I haven't been able to acquire those. Are they supposed to drop from the apple trees you cut down or do I have to gather/cut a special "fruit bearing" apple tree?
Edit: Aaaand I've lost my settlement. A group of 40 water striders came along, the poor guys didn't stand a chance :(
Water strider cluster size is 3-5 so the reason for there being 40 is unknown.Sorry, I should clarify. I was at the convergence of two minor rivers, with a big lake down in a crater.A few groups of them drifted in and settled in the crater lake. I had no idea what to expect from them, so I ignored them because they were, as far as I knew, unable to see my halflings at the top of the cliffs. My fisherman went down there at some point and they started chasing him. He ran away and led them back to my wagon.
Do we have actual fish yet?
We should give them a syndrome that mimics mercury poisoning.
Tarnish stalk ---broil tarnish stalks (herbalism, kitchen)---> broiled tarnish stalks + tarnish stalk tarnish (usable for invader defense) ---> tarnished vodka/prepared foodI just set mine to dump, then they pick it up with their bare hands somehow and chuck it wherever you tell them.
that would save a thousand tears. Even our newest playtesting story fort brought a ton of toxic stuff and is just waiting to find out.
Then you could also add a "dump toxic barrel/bucket contents" reaction to get rid of the toxins or spread them on the ground if that works.
@mastahcheese, We have actual fish - trilobites, ammonites, and sea ants, as sea vermin, and sea scorpions (and giant ones) as ocean predators that are aquatic. I think someone else posted some sea life, too, but I can't for the life of me remember who. Sackhead, perhaps?
Hugo, are you working on the dirigible antelope or am I?I'll finish them. Send me what you have so far, I want to add some variations to them.
I gave 'em front legs but not hind legs because I figured they would need to be able to make contact with the ground to feedThey'll drift past the trees and eat leaves. Should they be tamed, they probably won't be [GRAZER]'s, needing hand-feeding. That, or they'll wind up starving cause halflings don't know how to take care of them.
Wait, the elves have [UTTERANCES]?Yup
Sign me in for modding, please :). Oh, I have already made two creatures for this this.
Gnorm, tarnish stalks and tarnish stalk products cause vomiting when consumed. That's why they're so cheap.I am well-aware of the issues that surround consumption of the tarnish stalks, though sometimes one has to make do with tarnish stalk pie. The last post was more an expression of annoyance than surprise.
Mine is
>Midmap effective coordinate check out of boundsI've never seen any error like that, and googling it gives me a few results about a hard to track down crash bug back in 0.31.03 and 0.31.11.
>Midmap effective coordinate check out of bounds
>Midmap effective coordinate check out of bounds
Anyone have a clue so as to what this is? I didn't see it there before. Is some creature's pathfinding now bugged? If it keeps making errorlogs unreadable, that's actually pretty bad.
Its easy. Even I managed to learn it. ;) But really, not coding knowledge is needed.
Yeah, I'd be interested to have a look as well. Just professional curiosity, I want to know how bad you guys messed up all the nice DF raws, and added fancy-pants words like "STRUCTURE" instead of "STRUCTURAL" and all that. :P
No, there isnt. But lets just hypotheticaly assume (omg, I hope that is more or less correct english) that someone (Not-Meph) would like to steal something from here... maybe not the blimb-gazelle, but I am sure that someone (Not-Meph) would have a close look at the raws and shamelessly take all the good ideas he (or she) can find, and put it in another mod.
And then, the errorlog will explode my netbook, because all tags and names and ids are wrong. :P
Most recent version should be Sackhead's, uploaded on download-site-that-is-not-DFFD; most complete would be Sackhead's graphicalized raws plus my alchemy stuff, if he didn't add that in (my memory timeline is a bit vague; he may not have had the chance).yes your alchemy is in.
Honestly, thanks to the fact that we all use our own code at the end of our raws, and we all seem to be using separate files for our stuff, using the most recent raw set isn't even necessary. If you used an older version, your raw folder and the actual most recent raw folder could be merged and the stuff you didn't edit overwritten safely.
[BP:RTENTACLE_ONE:first right arm:STP][GRASP][CON:BELL][LIMB][RIGHT][CATEGORY:ARM]
[DEFAULT_RELSIZE:100]
[CREATURE_VARIATION:BLUDGEON_ATTACK_CLAM]
[CV_NEW_TAG:ATTACK:BLUDGEON:BODYPART:BY_CATEGORY:ARM]
[CV_NEW_TAG:ATTACK_SKILL:GRASP_STRIKE]
[CV_NEW_TAG:ATTACK_VERB:bludgeon:bludgeons]
[CV_NEW_TAG:ATTACK_CONTACT_PERC:5]
[CV_NEW_TAG:ATTACK_PRIORITY:MAIN]
[CV_NEW_TAG:ATTACK_FLAG_WITH]
[CV_NEW_TAG:ATTACK_VELOCITY_MODIFIER:400]
*** Error(s) found in the file "raw/objects/creature_clam.txt"
NETCH_CLAM:NETCH:Attack BLUDGEON seems to have correct format but could not find proper BPs in any caste, so not added
Here ya go. I thought you were removing the limbs?Spoiler (click to show/hide)
Would it be alright if I included mine with limbs if you include yours without? I could make mine Gazeplin or somthing to avoid raw duplication problems
sorry about the mess :(Here ya go. I thought you were removing the limbs?Spoiler (click to show/hide)
Would it be alright if I included mine with limbs if you include yours without? I could make mine Gazeplin or somthing to avoid raw duplication problems
Well, first I'm trying to get it to work. The raws I got were a bit messy, so after rearranging the body definition the only problem I have is with hooves.
Actually, anyone know why the game isn't recognizing kopout's body detail plans or tissue templates?Gremlins!
Here ya go. I thought you were removing the limbs?Spoiler (click to show/hide)
Would it be alright if I included mine with limbs if you include yours without? I could make mine Gazeplin or somthing to avoid raw duplication problems
Well, first I'm trying to get it to work. The raws I got were a bit messy, so after rearranging the body definition the only problem I have is with hooves.
Actually, anyone know why the game isn't recognizing kopout's body detail plans or tissue templates?
4. StL's suggestion about adding [SPECIAL] to alchemy materials (I assume he will post more detail)
Hmph. I am puzzled, then. It's probably a minor typo in the middle of a word somewhere, or a missing header on kopout's tissue template file, or something ridiculous like that, if my experience is anything to go by.
Sorry if I'm distracting from what you're talking about, but have you decided what's going to replace the adamantine yet? Because if not I think I may have an idea.
Ah, there we go. The tissue template file was missing the header.head desk. I can't belive I mised that.
Sorry if I'm distracting from what you're talking about, but have you decided what's going to replace the adamantine yet? Because if not I think I may have an idea.
No. I did suggest this (http://www.bay12forums.com/smf/index.php?topic=127552.msg4390548;topicseen#msg4390548) but it didn't catch on. What's your idea?
We should make the adamantine stuff fantasically, obscenely amazing for weapons, ridiculously valuable, absurdly dense, and completely undiggable.
According to the slade article on the wiki, there are in fact methods for digging the undiggable. This would make getting to Hell a feat of engineering, and extremely worth the possibility of shadows being able to escape. Armok kind of slacked on his methods of containing the beasts of hell (copper picks are all that's needed? Really?); I think the GOD Committee can do better.
I was just thinking that rather than making it another relatively generic "this metal has really good material attributes" version of adamantine, it would be nice to have an incentive to breach hell for some other reason (particularly since, let's be honest, there are probably going to be several supermetals in this mod by the time you're done). One idea I was having was that rather than the boulders dropped being workable into a metal, instead you could put in a reaction to convert the boulders into artifacts. I don't know how possible that is, but it seems like it should be so long as there is a way to control the quality of a product from a reaction. This property would be sufficiently unique to encourage breaching hell, particularly if there were some way to control which artifact you got back. I know that I, for one, would be pretty tempted by the lure of indestructible doors, unjammable mechanisms, full suits of artifact armor etc. But, as I say it's just an idea, you're running the show and should take it where you want. If you do like it, I'll start trying to find out if it's even possible. I'm not sure, but I think some of the reactions in Masterwork do something similar?
But can you actually mine it in such a way as to make your way through it reliably? I don't understand it well enough, honestly. So I'm actually going to -1 that one unless it's guaranteed to work if done right (the difficulty doesn't matter), going to be super annoying to just be locked out of the "final boss" battle.
How about the more conservative solution: just digging that stone releases gas that turns the miner into a demon host that breaks into separate body parts that are then animated as demons and assault the fortress, leaving behind demon materials that can be forged into obscenely good items that are always on fire and hence only last for some months unless they are artifacts.
Can't make a reaction make artifacts.Well, blast. Still, the solution you suggested sounds like a good workaround. I was just thinking that having the material make items that were inherently superior to other items in terms of utility beyond "good at killing stuff" was a more interesting alternative to just having hax-stats, it doesn't really matter how we implement that, if we even decide to implement it at all. As for making the 'adamantine' undiggable... while it is ultimately up to you guys, I'm inclined to side with Halfling on this one. It would be a cool idea for a regular rock, like the jaded slade you have at the moment, but I don't think that digging down through undiggable rock works. Probably a different kind of threat needs to be suggested to keep people away from the 'adamantine'.
Perhaps release some sort of contagious disease, if we're going the syndrome route - random chance of one or more interaction-spreadable diseases, to be created by whomever cares to do so.
I was just thinking that rather than making it another relatively generic "this metal has really good material attributes" version of adamantine, it would be nice to have an incentive to breach hell for some other reason (particularly since, let's be honest, there are probably going to be several supermetals in this mod by the time you're done). One idea I was having was that rather than the boulders dropped being workable into a metal, instead you could put in a reaction to convert the boulders into artifacts. I don't know how possible that is, but it seems like it should be so long as there is a way to control the quality of a product from a reaction. This property would be sufficiently unique to encourage breaching hell, particularly if there were some way to control which artifact you got back. I know that I, for one, would be pretty tempted by the lure of indestructible doors, unjammable mechanisms, full suits of artifact armor etc. But, as I say it's just an idea, you're running the show and should take it where you want. If you do like it, I'll start trying to find out if it's even possible. I'm not sure, but I think some of the reactions in Masterwork do something similar?
Can't make a reaction make artifacts. With dfhack I'm sure it would be possible, but do we want to include that as the component? We may, it does improve the experience with all the bugfixes and so.
The "vanilla" way of doing such would be with syndromes, reactions and interactions. Some possibilities would be creating a set of "reward" items making which requires this material (such as a sword with contact area 1 and speed 9001, armor which covers everything possible and can be worn on top of anything, super-shield, incredibly valuable doodad, "purity seal" which sets paladinism fort-wide via a syndrome-interaction-combo or "cursed seal" which sets vampirism fort-wide similarly), setting a creature's attributes to something very desirable (4x creativity? Speed 1?) temporarily or permanently, body transformation... it can also be applied to other creatures by interactions (mining it increases your fort population's creativity by 10% for every stone mined).
I'm sure that if we agree it can have some great reward then you can come up with lots :P
I'm sorry, but making the Adamantine-like material undiggable is COMPLETELY POINTLESS.
Why? Because the hardcoded Semi-molten Rock is already undiggable, and requires the engineering method to dig through. Digging through the special hollow tube veins isn't exactly a cheat, because getting through that way spawns dozens/hundreds of hell denizens directly underneath.
We don't need a gas to transform the miner into a horde of demons, because a horde of demons invades by default when you breach Hell. We don't have any RCP demons, but we do have assimilating shades.
Mm... generally when you are unable to do something by the normal workflow (materials and templates -> plans -> creatures) then the smarter thing to do is probably look for an error somewhere in the previous step rather than try to come up with hacks to make it work regardless e.g. start defining tissues inside creatures, because we do know the "normal" way works if everything goes correctly.Spoiler (click to show/hide)
Not that you aren't allowed to do it some other way, it just may be easier :P
Having the rock turn the victim into Death Himself would probably be cooler if the syndrome didn't affect everyone in range :) Having numerous copies of Death galloping about might be a tad more inconvenient than a clown car.
This whole "four horsemen" thing does sound very interesting. I still like the idea of the material you would otherwise get straight from the colums actually being from the tissues in the demons produced by the spire. Perhaps there is a way to be more subtle about this, though. Have the first person infected hang around for a while with the interaction infecting other people, then at some (preferably as unpredictable as possible) point after you mined the first piece of the spire, everybody who got infected turns at once and all hell breaks loose. That sounds to me like some serious high-level !!FUN!!
It's like some kind of horrible, delayed clown car.I think that's the point.
[CREATURE:DIRIGIBLE_ANTELOPE_TELESCOPIC]
[COPY_TAGS_FROM:DIRIGIBLE_ANTELOPE]
[NAME:telescopic dirigible antelope:telescopic dirigible antelopes:telescopic dirigible antelope]
[CASTE_NAME:telescopic dirigible antelope:telescopic dirigible antelopes:telescopic dirigible antelope]
[DESCRIPTION:Close cousin of the Dirigible Antelope. It has a telescopic neck for browsing on grass from the air.]
[RETRACT_INTO_BP:BY_CATEGORY:GAS_SACK:ALL]
[CREATURE_TILE:'D'][COLOR:6:0:0]
[PREFSTRING:stretchy necks]
Antelope: I like them as they are, though. They leak gas until they don't have enough to fly (since the tissue has [FLIGHT]), then plummet to the ground and keep leaking until they run out. It's funny as hell. I might instead give them a USAGE_HINT:FLEE interaction that boosts their speed when they flee (after someone attacks them), but right now I'll work on other stuff.
Speaking of Hell, the problem with having assimilating monsters born from mining the spires is that the Shades are already assimilating monsters. It's still a bit redundant if you have both and just make the Spire monsters drop somewhat inferior material.
Speaking of Hell, the problem with having assimilating monsters born from mining the spires is that the Shades are already assimilating monsters. It's still a bit redundant if you have both and just make the Spire monsters drop somewhat inferior material.
Antelope: I like them as they are, though. They leak gas until they don't have enough to fly (since the tissue has [FLIGHT]), then plummet to the ground and keep leaking until they run out. It's funny as hell. I might instead give them a USAGE_HINT:FLEE interaction that boosts their speed when they flee (after someone attacks them), but right now I'll work on other stuff.They also have a tendency to burst into flame near magma. (well if the gas bag is punctured)
[BODY:CEPHALOPOD_MANTLE]
[BP:MANTLE:mantle:STP][UPPERBODY][CATEGORY:TORSO]
[DEFAULT_RELSIZE:1200]
[BP:HEART:heart:STP][CON:TORSO][CIRCULATION][INTERNAL][SMALL][CATEGORY:HEART]
[DEFAULT_RELSIZE:100]
[BP:LUNGS:respiratory sack:NP][CON:TORSO][BREATHE][INTERNAL][SMALL][CATEGORY:LUNG]
[DEFAULT_RELSIZE:400]
[BP:GUT:digestive tract:NP][CON:TORSO][GUTS][INTERNAL][UNDER_PRESSURE][SMALL][CATEGORY:GUT]
[DEFAULT_RELSIZE:300]
[BODY:CEPHALOPOD_8ARMS]
[BP:LBASE1:first arm base:STP][LEFT][EMBEDDED][SMALL][CATEGORY:ARMBASE][CON:TORSO]
[DEFAULT_RELSIZE:200]
[BP:LBASE2:second arm base:STP][LEFT][EMBEDDED][SMALL][CATEGORY:ARMBASE][CON:TORSO]
[DEFAULT_RELSIZE:200]
[BP:LBASE3:third arm base:STP][LEFT][EMBEDDED][SMALL][CATEGORY:ARMBASE][CON:TORSO]
[DEFAULT_RELSIZE:200]
[BP:LBASE4:fourth arm base:STP][LEFT][EMBEDDED][SMALL][CATEGORY:ARMBASE][CON:TORSO]
[DEFAULT_RELSIZE:200]
[BP:RBASE1:fifth arm base:STP][RIGHT][EMBEDDED][SMALL][CATEGORY:ARMBASE][CON:TORSO]
[DEFAULT_RELSIZE:200]
[BP:RBASE2:sixth arm base:STP][RIGHT][EMBEDDED][SMALL][CATEGORY:ARMBASE][CON:TORSO]
[DEFAULT_RELSIZE:200]
[BP:RBASE3:seventh arm base:STP][RIGHT][EMBEDDED][SMALL][CATEGORY:ARMBASE][CON:TORSO]
[DEFAULT_RELSIZE:200]
[BP:RBASE4:eight arm base:STP][RIGHT][EMBEDDED][SMALL][CATEGORY:ARMBASE][CON:TORSO]
[DEFAULT_RELSIZE:200]
[BP:LARM1:first arm:STP][LEFT][LIMB][GRASP][CATEGORY:ARM][CON:LBASE1]
[DEFAULT_RELSIZE:800]
[BP:LARM2:second arm:STP][LEFT][LIMB][GRASP][CATEGORY:ARM][CON:LBASE2]
[DEFAULT_RELSIZE:800]
[BP:LARM3:third arm:STP][LEFT][LIMB][GRASP][CATEGORY:ARM][CON:LBASE3]
[DEFAULT_RELSIZE:800]
[BP:LARM4:fourth arm:STP][LEFT][LIMB][GRASP][CATEGORY:ARM][CON:LBASE4]
[DEFAULT_RELSIZE:800]
[BP:RARM1:fifth arm:STP][RIGHT][LIMB][GRASP][CATEGORY:ARM][CON:RBASE1]
[DEFAULT_RELSIZE:800]
[BP:RARM2:sixth arm:STP][RIGHT][LIMB][GRASP][CATEGORY:ARM][CON:RBASE2]
[DEFAULT_RELSIZE:800]
[BP:RARM3:seventh arm:STP][RIGHT][LIMB][GRASP][CATEGORY:ARM][CON:RBASE3]
[DEFAULT_RELSIZE:800]
[BP:RARM4:eighth arm:STP][RIGHT][LIMB][GRASP][CATEGORY:ARM][CON:RBASE4]
[DEFAULT_RELSIZE:800]
Whys the ground all red?After the great fire, all the remained was red sand.
Large apple wood gems? is that a longer name that got cut off or is the game making gems out of apple wood now?These occurred when I ordered wood crafts. Likely a glitch.
It's like some kind of horrible, delayed clown car.I think that's the point.
Code: [Select][COLOR:86:163:205]
I'd like to review this project for DFBT, my podcast. Anything special I should include?Woo! We're being mentioned in a podcast!
I thought you smoke the whole thing, otherwise how do you get charcoal instead of just ash?Actually, that's a good point.
So, the better part of the wildlife will be invertebrates, and have more than four limbs. This sounds like a world I want to live in :DI think you are very strange :P
It bothers me that a commonly found giant spider is 10x more deadly than our Megabeast.
I'd like to review this project for DFBT, my podcast. Anything special I should include?
I finished the podcast, you can find it here (http://www.spreaker.com/user/5712525/s1e3f). I hope I can review this project in a lot more detail later.
Still playing in Mastertea, even though the play-session is over. Ran into a storm dragon recently, and I took some screenshots.Spoiler (click to show/hide)
I just started up a new fortress, with the Formics - but I couldnt make any shovels. I spent the entire year deforesting and building overground houses, and was forced to steal all of the caravans stuff because i desperately needed the pick they were hanging on to.
Hmm... pale rider children are called ''halfling children''
Ahahahhaha, Mastertea. Your army was probably screwed either way :D Reavers come in groups of forty - I doubt your halflings could have survived that, no matter how many you had. Your playthrough is making me very happy, Gnorm.
@Halfling Xenoentomologist: Do Queens serve any purpose after their eggs fall off, or are they expendable after that?
Also, I love how these worlds will be completely dominated by hive-minded or otherwise eusocial insect species. This is turning into a very interesting succession game.
The world itself is spontaneously combusting. Lovely.I really ought to sig this.
EDIT: Nope, not that. Has anyone added any creatures with [IMMOLATE] perhaps? Any burning-hot secretions?The lift gas for dirigible gazelles burns at 10074 Uo. Scorching biomes can reach as high as 10080 Uo. It possible that scorching savannahs could have wild fires as the wildlife spontaneously combusts. Homoeotherm should prevent this like it did in arena tests but it might work differently in fortress mode.
[USE_MATERIAL_TEMPLATE:CREEP:CREATURE_EXTRACT_TEMPLATE]
[STATE_NAME:ALL_SOLID:frozen creep]
[STATE_NAME_ADJ:ALL_SOLID:frozen creep]
[STATE_NAME:LIQUID:creep]
[STATE_NAME_ADJ:LIQUID:creep]
[STATE_NAME:GAS:boiling creep]
[STATE_NAME_ADJ:GAS:boiling creep]
[STATE_COLOR:ALL:PURPLE] => didnt test, but purple should fit fine.
[PREFIX:NONE]
[SYNDROME]
[SYN_NAME:creep speed]
[SYN_AFFECTED_CLASS:ZERG] => whatever your creature is.
[SYN_CONTACT]
[CE_SPEED_CHANGE:SPEED_PERC:110:START:0:END:2000] => guess end doesnt really matter, since it affects again and again if its a contagiant on the creature.
[SECRETION:LOCAL_CREATURE_MAT:CREEP:LIQUID:BY_CATEGORY:ALL:SKIN] => makes their skin constantly spawn creep. must be the outer tissue layer, so if its chitin in your case, just change the tags.
creature_sleeper_megabeast_STL
## Recommendation for fighting? Range. Extreme range. Maybe gas weapons, but extreme range would be a safer bet. ##
[OBJECT:CREATURE]
[CREATURE:SLEEPER_IN_THE_DARK_STL]
[NAME:Sleeper in the Dark:Sleepers in the Dark:Sleeper in the Dark]
[CREATURE_TILE:'S'][COLOR:6:0:0]
[DESCRIPTION:Immense, incomprehensible horrors that shelter in the dark spaces of the world. Their origin is unknown, but some believe they slipped into creation through portals opened by vile sorcery and blood rituals. They resemble an immense, centerless mass of writhing tentacles, and oftentimes the natural world functions...differently around them.]
[CREATURE_CLASS:SLEEPER][CREATURE_CLASS:HORROR]
[BODY_SIZE:0:0:100000]
[BODY_SIZE:10:0:1000000]
[BODY_SIZE:2000:0:1000000000]
[AMPHIBIOUS]
[BODY:1PART_FRAME_STL:8TENTACLES_GRASP_STL:NERVE_CLUSTER_STL:MAW_STL] Define it once for normalcy
[BODY_DETAIL_PLAN:CORE_MATERIALS_HLG]
[BODY_DETAIL_PLAN:CORE_TISSUES_HLG]
[BODY_DETAIL_PLAN:SLEEPER_LAYERS_STL]
[APPLY_CREATURE_VARIATION:BITE_MAW_STL]
[APPLY_CREATURE_VARIATION:ATTACK_TENTACLE_STRIKE_STL]
[MEGABEAST][DIFFICULTY:20]
[ATTACK_TRIGGER:80:5000:50000]
[LAIR:LABYRINTH:90]
[LAIR:SHRINE:10]
[LAIR_HUNTER]
[LARGE_ROAMING][LARGE_PREDATOR][LIKES_FIGHTING]
[LISP]
[BUILDINGDESTROYER:2]
[FIREIMMUNE_SUPER]
[EXTRAVISION][GRASSTRAMPLE:100]
[MAGMA_VISION][SWIMS_INNATE][SWIM_SPEED:1000]
[INTELLIGENT][POWER][SPHERE:CHAOS]
[NO_GENDER][NO_EAT][NO_DRINK][NO_SLEEP]
[NOEMOTION][NOEXERT][NOPAIN]
[TRAPAVOID]
[BIOME:MOUNTAIN][BIOME:ANY_OCEAN][BIOME:ANY_DESERT]
## Now, we define the secreted reality-bending substances ##
[USE_MATERIAL_TEMPLATE:SECRETION_DREAMER:VOLATILE_TEMPLATE_STL]
[STATE_NAME:ALL_SOLID:frozen dreamer aura]
[STATE_ADJ:ALL_SOLID:frozen dreamer aura]
[STATE_NAME:LIQUID:liquid dreamer aura]
[STATE_ADJ:LIQUID:liquid dreamer aura]
[STATE_NAME:GAS:dreamer aura]
[STATE_ADJ:GAS:dreamer aura]
[PREFIX:NONE]
[SYNDROME]
[SYN_NAME:mind torment]
[SYN_AFFECTED_CLASS:ALL]
[SYN_IMMUNE_CREATURE:SLEEPER_IN_THE_DARK:ALL]
[SYN_INHALED]
[CE_PAIN:SEV:100000:PROB:100:BP:BY_CATEGORY:BRAIN:ALL:START:0] Severe brain pain, held at bay by madness at first
[CE_ADD_TAG:NOPAIN:START:0:END:2000] Time till collapse
[CE_ADD_TAG:OPPOSED_TO_LIFE:TRANCES:START:0] Always insane, always hallucinating, alway paranoid. Their mind is shattered beyond help or reason, for what use is reason in the presence of a dreamer?
[USE_MATERIAL_TEMPLATE:SECRETION_CALLER:VOLATILE_TEMPLATE_STL]
[STATE_NAME:ALL_SOLID:frozen caller aura]
[STATE_ADJ:ALL_SOLID:frozen caller aura]
[STATE_NAME:LIQUID:liquid caller aura]
[STATE_ADJ:LIQUID:liquid caller aura]
[STATE_NAME:GAS:caller aura]
[STATE_ADJ:GAS:caller aura]
[PREFIX:NONE]
[SYNDROME]
[SYN_NAME:dead hand's touch]
[SYN_AFFECTED_CLASS:ALL]
[SYN_IMMUNE_CREATURE:SLEEPER_IN_THE_DARK:ALL]
[SYN_INHALED]
[CE_NECROSIS:SEV:1000:PROB:100:BP:BY_CATEGORY:ALL:ALL:START:0:PEAK:100]
[CE_ADD_TAG:NO_CONNECTIONS_FOR_MOVEMENT:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:NO_SLEEP:OPPOSED_TO_LIFE:LIKES_FIGHTING:NO_THOUGHT_CENTER_FOR_MOVEMENT:NO_EAT:NO_DRINK:NOEXERT:NOT_LIVING:NOPAIN:NOSTUN:NOTHOUGHT:PARALYZEIMMUNE:START:0] The caller calls, and the dead listen...and claw their way back to the present from the future to heed it.
[CE_REMOVE_TAG:CAN_LEARN:CAN_SPEAK:START:100] Kept just long enough for them to realize what's happening.
[CASTE:SLEEPER]
[CASTE_NAME:Sleeper in the Dark:Sleepers in the Dark:Sleeper in the Dark]
[BODY:1PART_FRAME_STL:8TENTACLES_GRASP_STL:NERVE_CLUSTER_STL:MAW_STL] Define it twice to yield a fractal body
[BODY_DETAIL_PLAN:CORE_MATERIALS_HLG]
[BODY_DETAIL_PLAN:CORE_TISSUES_HLG]
[BODY_DETAIL_PLAN:SLEEPER_LAYERS_STL]
[CASTE:DREAMER]
[CASTE_NAME:Dreamer in the Dark:Dreamers in the Dark:Dreamer in the Dark]
[NOT_LIVING]
[BODY:1PART_FRAME_STL:8TENTACLES_GRASP_STL:NERVE_CLUSTER_STL:MAW_STL]
[BODY_DETAIL_PLAN:CORE_MATERIALS_HLG]
[BODY_DETAIL_PLAN:CORE_TISSUES_HLG]
[BODY_DETAIL_PLAN:SLEEPER_LAYERS_STL]
[SECRETION:LOCAL_CREATURE_MAT:SECRETION_DREAMER:GAS:BY_CATEGORY:ALL:ALL]
[CASTE:CALLER]
[CASTE_NAME:Caller in the Dark:Callers in the Dark:Caller in the Dark]
[NOT_LIVING]
[BODY:1PART_FRAME_STL:8TENTACLES_GRASP_STL:NERVE_CLUSTER_STL:MAW_STL]
[BODY_DETAIL_PLAN:CORE_MATERIALS_HLG]
[BODY_DETAIL_PLAN:CORE_TISSUES_HLG]
[BODY_DETAIL_PLAN:SLEEPER_LAYERS_STL]
[SECRETION:LOCAL_CREATURE_MAT:SECRETION_CALLER:GAS:BY_CATEGORY:ALL:ALL]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Spread creep]
[CDI:MATERIAL:INORGANIC:CREEP_HLG:SPATTER_LIQUID]
[CDI:WAIT_PERIOD:30]
[CDI:TARGET:C:SELF_ONLY]
So, personal megabeasts. Yeah.
[BODY:CEPHALOPOD_8ARMS]
[BP:LBASE1:first arm base:STP][LEFT][EMBEDDED][SMALL][CATEGORY:ARMBASE][CON:MANTLE]
[DEFAULT_RELSIZE:200]
[BP:LBASE2:second arm base:STP][LEFT][EMBEDDED][SMALL][CATEGORY:ARMBASE][CON:MANTLE]
[DEFAULT_RELSIZE:200]
[BP:LBASE3:third arm base:STP][LEFT][EMBEDDED][SMALL][CATEGORY:ARMBASE][CON:MANTLE]
[DEFAULT_RELSIZE:200]
[BP:LBASE4:fourth arm base:STP][LEFT][EMBEDDED][SMALL][CATEGORY:ARMBASE][CON:MANTLE]
[DEFAULT_RELSIZE:200]
[BP:RBASE1:fifth arm base:STP][RIGHT][EMBEDDED][SMALL][CATEGORY:ARMBASE][CON:MANTLE]
[DEFAULT_RELSIZE:200]
[BP:RBASE2:sixth arm base:STP][RIGHT][EMBEDDED][SMALL][CATEGORY:ARMBASE][CON:MANTLE]
[DEFAULT_RELSIZE:200]
[BP:RBASE3:seventh arm base:STP][RIGHT][EMBEDDED][SMALL][CATEGORY:ARMBASE][CON:MANTLE]
[DEFAULT_RELSIZE:200]
[BP:RBASE4:eight arm base:STP][RIGHT][EMBEDDED][SMALL][CATEGORY:ARMBASE][CON:MANTLE]
[DEFAULT_RELSIZE:200]
[BP:LARM1:first arm:STP][LEFT][LIMB][GRASP][CATEGORY:ARM][CON:LBASE1]
[DEFAULT_RELSIZE:800]
[BP:LARM2:second arm:STP][LEFT][LIMB][GRASP][CATEGORY:ARM][CON:LBASE2]
[DEFAULT_RELSIZE:800]
[BP:LARM3:third arm:STP][LEFT][LIMB][GRASP][CATEGORY:ARM][CON:LBASE3]
[DEFAULT_RELSIZE:800]
[BP:LARM4:fourth arm:STP][LEFT][LIMB][GRASP][CATEGORY:ARM][CON:LBASE4]
[DEFAULT_RELSIZE:800]
[BP:RARM1:fifth arm:STP][RIGHT][LIMB][GRASP][CATEGORY:ARM][CON:RBASE1]
[DEFAULT_RELSIZE:800]
[BP:RARM2:sixth arm:STP][RIGHT][LIMB][GRASP][CATEGORY:ARM][CON:RBASE2]
[DEFAULT_RELSIZE:800]
[BP:RARM3:seventh arm:STP][RIGHT][LIMB][GRASP][CATEGORY:ARM][CON:RBASE3]
[DEFAULT_RELSIZE:800]
[BP:RARM4:eighth arm:STP][RIGHT][LIMB][GRASP][CATEGORY:ARM][CON:RBASE4]
[DEFAULT_RELSIZE:800]
I'm noticing some weird-ass shit in testing with the first cephalopod. They're naturally Adept wrestlers, but in fights with Hounds, they only use "push," having no non-wrestling attack, while the Hound, instead of biting, prefers to initiate grabs with every part of its legs, including the knees.That is weird. Is the hound's bite specified as [ATTACK:PRIMARY] or something? I don't recall what the correct tag is, but it's something along those lines and it makes something something.
They have Eight [LIMB]sCode: [Select][BODY:CEPHALOPOD_8ARMS]
[BP:LBASE1:first arm base:STP][LEFT][EMBEDDED][SMALL][CATEGORY:ARMBASE][CON:MANTLE]
[DEFAULT_RELSIZE:200]
[BP:LBASE2:second arm base:STP][LEFT][EMBEDDED][SMALL][CATEGORY:ARMBASE][CON:MANTLE]
[DEFAULT_RELSIZE:200]
[BP:LBASE3:third arm base:STP][LEFT][EMBEDDED][SMALL][CATEGORY:ARMBASE][CON:MANTLE]
[DEFAULT_RELSIZE:200]
[BP:LBASE4:fourth arm base:STP][LEFT][EMBEDDED][SMALL][CATEGORY:ARMBASE][CON:MANTLE]
[DEFAULT_RELSIZE:200]
[BP:RBASE1:fifth arm base:STP][RIGHT][EMBEDDED][SMALL][CATEGORY:ARMBASE][CON:MANTLE]
[DEFAULT_RELSIZE:200]
[BP:RBASE2:sixth arm base:STP][RIGHT][EMBEDDED][SMALL][CATEGORY:ARMBASE][CON:MANTLE]
[DEFAULT_RELSIZE:200]
[BP:RBASE3:seventh arm base:STP][RIGHT][EMBEDDED][SMALL][CATEGORY:ARMBASE][CON:MANTLE]
[DEFAULT_RELSIZE:200]
[BP:RBASE4:eight arm base:STP][RIGHT][EMBEDDED][SMALL][CATEGORY:ARMBASE][CON:MANTLE]
[DEFAULT_RELSIZE:200]
[BP:LARM1:first arm:STP][LEFT][LIMB][GRASP][CATEGORY:ARM][CON:LBASE1]
[DEFAULT_RELSIZE:800]
[BP:LARM2:second arm:STP][LEFT][LIMB][GRASP][CATEGORY:ARM][CON:LBASE2]
[DEFAULT_RELSIZE:800]
[BP:LARM3:third arm:STP][LEFT][LIMB][GRASP][CATEGORY:ARM][CON:LBASE3]
[DEFAULT_RELSIZE:800]
[BP:LARM4:fourth arm:STP][LEFT][LIMB][GRASP][CATEGORY:ARM][CON:LBASE4]
[DEFAULT_RELSIZE:800]
[BP:RARM1:fifth arm:STP][RIGHT][LIMB][GRASP][CATEGORY:ARM][CON:RBASE1]
[DEFAULT_RELSIZE:800]
[BP:RARM2:sixth arm:STP][RIGHT][LIMB][GRASP][CATEGORY:ARM][CON:RBASE2]
[DEFAULT_RELSIZE:800]
[BP:RARM3:seventh arm:STP][RIGHT][LIMB][GRASP][CATEGORY:ARM][CON:RBASE3]
[DEFAULT_RELSIZE:800]
[BP:RARM4:eighth arm:STP][RIGHT][LIMB][GRASP][CATEGORY:ARM][CON:RBASE4]
[DEFAULT_RELSIZE:800]
I'm noticing some weird-ass shit in testing with the first cephalopod. They're naturally Adept wrestlers, but in fights with Hounds, they only use "push," having no non-wrestling attack, while the Hound, instead of biting, prefers to initiate grabs with every part of its legs, including the knees.That is weird. Is the hound's bite specified as [ATTACK:PRIMARY] or something? I don't recall what the correct tag is, but it's something along those lines and it makes something something.
[CREATURE_VARIATION:BITE_ANIMAL_HLG]
[CV_NEW_TAG:ATTACK:BITE:BODYPART:BY_CATEGORY:TOOTH]
[CV_NEW_TAG:ATTACK_SKILL:BITE]
[CV_NEW_TAG:ATTACK_VERB:bite:bites]
[CV_NEW_TAG:ATTACK_CONTACT_PERC:10]
[CV_NEW_TAG:ATTACK_PENETRATION_PERC:400]
[CV_NEW_TAG:ATTACK_FLAG_EDGE]
[CV_NEW_TAG:ATTACK_FLAG_WITH]
[CV_NEW_TAG:ATTACK_PRIORITY:MAIN]
[CV_NEW_TAG:ATTACK_FLAG_CANLATCH]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TLCM_NOUN:skin:SINGULAR]
[TL_COLOR_MODIFIER:BROWN:1:PEACH:1:PINK:1]
[SET_TL_GROUP:BY_CATEGORY:ALL:HAIR]
[TLCM_NOUN:hair:SINGULAR]
[TL_COLOR_MODIFIER:BROWN:1:CINNAMON:1:TAN:1:DARK_TAN:1]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TLCM_NOUN:eyes:PLURAL]
[TL_COLOR_MODIFIER:BLACK:1]
[CREATURE_VARIATION:APPEARANCE_VARIABILITY_BODY_HAIR_HLG]
[CV_NEW_TAG:SET_TL_GROUP:BY_CATEGORY:ALL:HAIR]
[CV_NEW_TAG:TL_COLOR_MODIFIER:CHOCOLATE:1:FLAX:3:GRAY:1]
[CV_NEW_TAG:TLCM_NOUN:fur:SINGULAR]
Hmm... pale rider children are called ''halfling children''
OK, so make the cages out of ice and have the nomads only active during the summer. Cages will melt... Bingo!
[BIOME:TUNDRA]
[BIOME:DESERT_BADLAND]
[BIOME:DESERT_ROCK]
[BIOME:SHRUBLAND_TEMPERATE]
[BIOME:SAVANNA_TEMPERATE]
(how would a giant spider hunt there?).
(how would a giant spider hunt there?).
Right - badlands! I'd intended to add giant scorpions in the desert, instead of giant spiders :) . I should probably should get around to doing that, if we need more animals to live out there. Those hounds'll need company, after all!
Honestly, I don't see how desert ecosystems would support mostly giant predators.
@ Person: I think the deadly toxins and web-spitting might also have a great deal to do with their lethality :P
@ Zanzetkuken: How many of those are going to breathe fire, by the way? Because I could see a few dozen species of firebreathers forcing a name change from "Halfling Hamlet" to "Halfling Vault" :)
Honestly, I don't see how desert ecosystems would support mostly giant predators.
Well, if we must be sensible about it, I suppose I could come up with a plausible scenario for it.
Look at the python, for a start. After a good meal, it can fast for months, even years, and still be able to catch another morsel, and those things can get pretty big. What helps is that they're cold-blooded - mammals and such have to expend energy to maintain body temperature, and so need more food than, say, a scorpion. If said scorpion was an ambush predator, laying burrowed in wait beneath the sand, it would cut out the caloric requirements of actively hunting for prey; the sand might also keep it at a fairly constant temperature. A paralyzing venom would make even a single sting enough to net it food from an ambush, and if that prey was large - say, camel-sized, and camels manage to live out in the deserts - said scorpion could easily survive a good long while off it.
As for size, well, if meals are going to be scarce, it makes sense to make as much from one camel as you possibly can. The scorpion could just leave the carcass of its victim laying out in the sand after it's finished eating - which could attract scavengers to snack on - but that would be more wasteful than the python's method of just engulfing the victim whole and digesting it slowly, extracting every last calorie from each meal. The scorpion could experience evolutionary pressure towards a system like that as well; for coolness factor, let's say it develops a large gash of a maw on its underside, the better to take in and fit this camel-sized prey inside a digestive sack. The size of the prey a "scorpion" could ingest like this would be limited by its size, and if most things were fairly large, gigantism would be selected for.
And thus do we end up with a species of ultra-venomous, giant desert scorpions, which lie in wait for prey in hidden burrows in the sand. Ta-da! :D
Of course, as I've said before, we don't have to make everywhere an ultra-deadly death land (and deserts tend to be those in real life without giant monsters). We should at least try to make a world that makes sense for halflings to exist in. Currently, halflings may love all things that grow, but things that grow certainly do not love them. Their pastoral culture makes little sense in this world, seems more like they should have developed an extremely paranoid, warlike culture.
ninja'd
Deserts tend not to be awash with either giant predators or herbivores. Water and nutrients are just too scarce. Also selective pressure might evolve for scavengers to be able to drive desert scorpions from their prey. However, there are GDS in vanilla DF, so about something a little more supernatural for dangers in the desert? Djinn, maybe? Or perhaps tribal, desert-dwelling sentient giant hawks? Or maybe, instead of creatures, we populate our deserts with dangerous, magical dust storms of various effects?
Of course, as I've said before, we don't have to make everywhere an ultra-deadly death land (and deserts tend to be those in real life without giant monsters). We should at least try to make a world that makes sense for halflings to exist in. Currently, halflings may love all things that grow, but things that grow certainly do not love them. Their pastoral culture makes little sense in this world, seems more like they should have developed an extremely paranoid, warlike culture.
BTW, speaking of deserts, your apple trees seem to be the dominant feature of deserts right now ???I'm fixing that. Its an artifact from when they were the only trees and were found in any land biome at 100 frequency. the latest version is found in teprate brodleaf forest, teprate grass/shrublands, and temprate marshes and swamps at a frequency of 80. and only away from water so it shouldn't show up that often in swamps
[CREATURE:HOUND_FERAL_HUGOL]
[DESCRIPTION:Hounds abandoned by civilization, turned vicious to survive in the wild. Rarely, some are descended from the original beasts from which the peoples bred their strains.]
[NAME:feral hound:feral hounds:feral hound]
[CASTE_NAME:feral hound:feral hounds:feral hound]
[CREATURE_TILE:104][COLOR:4:0:0]
[PREFSTRING:cooperation]
[PREFSTRING:will to survive]
[CLUSTER_NUMBER:3:12]
[CREATURE_CLASS:ALL][CREATURE_CLASS:QUADRUPED][CREATURE_CLASS:CANINE]
[CREATURE_CLASS:MAMMAL][CREATURE_CLASS:VERTEBRATE]
[BIOME:MOUNTAIN][BIOME:DESERT_BADLAND][BIOME:TUNDRA][BIOME:TUNDRA][BIOME:ANY_TEMPERATE_FOREST][FREQUENCY:20]
[LARGE_ROAMING][LARGE_PREDATOR][PACK_ANIMAL][WAGON_PULLER]
[MUNDANE][DIURNAL][TRAINABLE][PET_EXOTIC][LIKES_FIGHTING]
[PETVALUE:200][LITTERSIZE:3:10][MAXAGE:10:20][NATURAL]
[POPULATION_NUMBER:100:1000]
[APPLY_CREATURE_VARIATION:CLEANS_SELF_DAILY_HLG]
[HAS_NERVES][GETS_WOUND_INFECTIONS][GETS_INFECTIONS_FROM_ROT][BABY:1][HOMEOTHERM:10070]
[GENERAL_BABY_NAME:whelp:whelps]
[SWIMS_INNATE][SWIM_SPEED:2000]
[BODY_SIZE:50000]
[BODY_SIZE:0:0:3000]
[BODY_SIZE:1:0:50000]
[BODY:CORE_HLG:BACK_LEGS_HLG:DOG_ARMS_HLG:EXTERNAL_EARS_HLG:TEETH_HLG:TAIL_HLG]
[BODY_DETAIL_PLAN:CORE_MATERIALS_HLG]
[BODY_DETAIL_PLAN:CORE_TISSUES_HLG]
[BODY_DETAIL_PLAN:CORE_LAYERS_HLG]
[BODY_DETAIL_PLAN:TEETH_HLG]
[BODY_DETAIL_PLAN:BACK_LEGS_LAYERS_HLG]
[BODY_DETAIL_PLAN:DOG_ARMS_LAYERS_HLG]
[BODY_DETAIL_PLAN:EXTERNAL_EARS_LAYERS_HLG]
[BODY_DETAIL_PLAN:TAIL_LAYERS_HLG]
[BODY_DETAIL_PLAN:HAIR_HLG]
[BODY_DETAIL_PLAN:HAIR_ALL_OVER_HLG]
[BODYGLOSS:FOOTPAW_HLG]
[BODYGLOSS:ANKLEHOCK_HLG]
[TENDONS:LOCAL_CREATURE_MAT:TENDON:400]
[LIGAMENTS:LOCAL_CREATURE_MAT:TENDON:400]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[APPLY_CREATURE_VARIATION:BITE_ANIMAL_HLG]
[APPLY_CREATURE_VARIATION:SCRATCH_PAW_HLG]
[APPLY_CREATURE_VARIATION:APPEARANCE_VARIABILITY_EYE_COLOR_HLG]
[APPLY_CREATURE_VARIATION:APPEARANCE_VARIABILITY_BODYSIZE_HLG]
[APPLY_CREATURE_VARIATION:APPEARANCE_VARIABILITY_BODY_HAIR_HLG]
[CASTE:FEMALE][FEMALE]
[CASTE:MALE][MALE]
Whether it's a non-webspinning spider or a giant desert scorpion, the object of the game is still keeping out giant bugs in every region. Filling everywhere with monsters just makes everywhere into a savage James Cameron jungle by another name. We should make each region more unique, far moreso than vanilla DF.
It just wouldn't feel like a desert if it was teeming with life, because no matter how you slice it, deserts do not have as much life as other areas. If you want to say "why follow reality?" and make deserts teeming with life, then why not just call them "sand jungles?" I personally think vanilla DF deserts have too much life in them. If you want to fill them with monsters, then we should at least fill them with something other than giant bugs, because right now everything is giant bugs. Even half of the civs are giant bugs. If we had "near-lifeless wasteland" as the theme of our deserts, we could still have all kinds of other threats, like various undead or evil spirits.
I think it would be more interesting to try something new, like nasty dust storms and region interactions that simulate dehydration, rather than just bringing out the monsters. Perhaps deserts are somewhere people flee to escape the many monsters infesting the rest of the world, only to face the extreme harsh conditions. When playing in deserts, we should have to work hard to avoid "Halfling Carpenter has been found dead, dehydrated," unlike how easy it is to keep everyone hydrated in vanilla DF.
...you must provide a fix for any bugs that appear during this time in a reasonable amount of time (asking for help is fine), or your turn will be voided. Your bugfixing duty ends after a week...
b_detail_plan_SKH.txt
body_SKH.txt
creature_SKH.txt
c_variation_SKH.txt
inorganic_stone_mineral_SKH.txt
material_template_organic_SKH.txt
reaction_SKH.txt
tissue_template_SKH.txt
How exactly are you doing the fruit-trees? Do they drop logs using a material_template that is missing all wood-tags, so that the log cant be used as one, and is then consumed in a reaction to make the products and an actual log?Yes. though the game still treats them as logs so I made the procesing reaction automatic so you don't get a chance to use them.
Adding features you were working on but didn't have time to finish during your bugfixing turn is almost a tradition at this point. It just should work reliably at that point so we shouldn't need another bugfixing turn after the bugfixing turn :P
[CREATURE:MACTOPUS_HUGOL]
[DESCRIPTION:An enormous, landbound cephalopod. They plod through the grassland on eight thick legs, eating grass, shrubs, insects, and the occasional small rodent.]
[NAME:mactopus:mactopi:mactopus]
[CASTE_NAME:mactopus:mactopi:mactopus]
[GENERAL_CHILD_NAME:mactopina:mactopinans]
[CREATURE_TILE:'M'][COLOR:2:0:0]
[PREFSTRING:size]
[PREFSTRING:trunk-like arms]
[CREATURE_CLASS:ALL]
[CREATURE_CLASS:INVERTEBRATE][CREATURE_CLASS:CEPHALOPOD][CREATURE_CLASS:CEPHALOPOD_LAND]
[BODY:CEPHALOPOD_MANTLE:CEPHALOPOD_FACE:CEPHALOPOD_8ARMS_STANCE:CEPHALOPOD_BRAINS]
[BODY_DETAIL_PLAN:CORE_MATERIALS_HLG]
[BODY_DETAIL_PLAN:CORE_TISSUES_HLG]
[BODY_DETAIL_PLAN:CEPHALOPOD_CHITIN_HUGOL]
[BODY_DETAIL_PLAN:CEPHALOPOD_LAYERS_HUGOL]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[NOBONES]
[NATURAL][BENIGN][HUNTS_VERMIN][GRAZER:200]
[LARGE_ROAMING][ALL_ACTIVE]
[BIOME:ANY_GRASSLAND][BIOME:ANY_SAVANNA][BIOME:SHRUBLAND_TROPICAL][BIOME:ANY_TROPICAL_BROADLEAF]
[FREQUENCY:50]
[POPULATION_NUMBER:200:2000]
[CLUSTER_NUMBER:3:7]
[PET_EXOTIC][PETVALUE:600]
[NATURAL_SKILL:WRESTLING:8]
[ATTACK:BITE:BODYPART:BY_CATEGORY:MOUTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:50]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[BODY_SIZE:0:0:60000]
[BODY_SIZE:1:0:250000]
[BODY_SIZE:5:0:5050000]
[CHILD:3]
[MAXAGE:19:25]
[HAS_NERVES][GETS_WOUND_INFECTIONS][GETS_INFECTIONS_FROM_ROT]
[SWIMS_INNATE][SWIM_SPEED:1800]
[CASTE:FEMALE]
[FEMALE]
[CASTE:MALE]
[MALE]
[SELECT_CASTE:ALL]
[SELECT_TISSUE:MUSCLE]
[TL_VASCULAR:2]
I just noticed something in legends mode. At the top of the list, with the megabeasts and such, there is a unique version of every single one of our critters, who "began wondering the depths of the world in a time before time."
Without Forgotten Beasts, the game uses the creatures defined in the raws. However, most of them succumb to age. In my year 200 world, there's still a hydra cocoon, cart, palanquin, and storm dragon wandering around down there.
Sadly, no tree-dwelling civilizations until the next release :-[
[BODY:CEPHALOPOD_MANTLE]
[BP:MANTLE:mantle:STP][UPPERBODY][CATEGORY:TORSO]
[DEFAULT_RELSIZE:1200]
[BP:HEART:heart:STP][CON:MANTLE][CIRCULATION][INTERNAL][SMALL][CATEGORY:HEART]
[DEFAULT_RELSIZE:100]
[BP:LUNGS:respiratory sack:NP][CON:MANTLE][BREATHE][INTERNAL][SMALL][CATEGORY:LUNG]
[DEFAULT_RELSIZE:400]
[BP:GUT:digestive tract:NP][CON:MANTLE][GUTS][INTERNAL][UNDER_PRESSURE][SMALL][CATEGORY:GUT]
[DEFAULT_RELSIZE:300]
[BODY:CEPHALOPOD_8ARMS_STANCE]
[BP:LBASE1:first arm base:STP][LEFT][EMBEDDED][SMALL][CATEGORY:ARMBASE][CON:MANTLE]
[DEFAULT_RELSIZE:200]
[BP:LBASE2:second arm base:STP][LEFT][EMBEDDED][SMALL][CATEGORY:ARMBASE][CON:MANTLE]
[DEFAULT_RELSIZE:200]
[BP:LBASE3:third arm base:STP][LEFT][EMBEDDED][SMALL][CATEGORY:ARMBASE][CON:MANTLE]
[DEFAULT_RELSIZE:200]
[BP:LBASE4:fourth arm base:STP][LEFT][EMBEDDED][SMALL][CATEGORY:ARMBASE][CON:MANTLE]
[DEFAULT_RELSIZE:200]
[BP:RBASE1:fifth arm base:STP][RIGHT][EMBEDDED][SMALL][CATEGORY:ARMBASE][CON:MANTLE]
[DEFAULT_RELSIZE:200]
[BP:RBASE2:sixth arm base:STP][RIGHT][EMBEDDED][SMALL][CATEGORY:ARMBASE][CON:MANTLE]
[DEFAULT_RELSIZE:200]
[BP:RBASE3:seventh arm base:STP][RIGHT][EMBEDDED][SMALL][CATEGORY:ARMBASE][CON:MANTLE]
[DEFAULT_RELSIZE:200]
[BP:RBASE4:eight arm base:STP][RIGHT][EMBEDDED][SMALL][CATEGORY:ARMBASE][CON:MANTLE]
[DEFAULT_RELSIZE:200]
[BP:LARM1:first arm:STP][LEFT][LIMB][GRASP][STANCE][CATEGORY:ARM][CON:LBASE1]
[DEFAULT_RELSIZE:800]
[BP:LARM2:second arm:STP][LEFT][LIMB][GRASP][STANCE][CATEGORY:ARM][CON:LBASE2]
[DEFAULT_RELSIZE:800]
[BP:LARM3:third arm:STP][LEFT][LIMB][GRASP][STANCE][CATEGORY:ARM][CON:LBASE3]
[DEFAULT_RELSIZE:800]
[BP:LARM4:fourth arm:STP][LEFT][LIMB][GRASP][STANCE][CATEGORY:ARM][CON:LBASE4]
[DEFAULT_RELSIZE:800]
[BP:RARM1:fifth arm:STP][RIGHT][LIMB][GRASP][STANCE][CATEGORY:ARM][CON:RBASE1]
[DEFAULT_RELSIZE:800]
[BP:RARM2:sixth arm:STP][RIGHT][LIMB][GRASP][STANCE][CATEGORY:ARM][CON:RBASE2]
[DEFAULT_RELSIZE:800]
[BP:RARM3:seventh arm:STP][RIGHT][LIMB][GRASP][STANCE][CATEGORY:ARM][CON:RBASE3]
[DEFAULT_RELSIZE:800]
[BP:RARM4:eighth arm:STP][RIGHT][LIMB][GRASP][STANCE][CATEGORY:ARM][CON:RBASE4]
[DEFAULT_RELSIZE:800]
[BODY:CEPHALOPOD_BRAINS]
[BP:BRAIN:brain segment:STP][CON_CAT:ARMBASE][INTERNAL][SMALL][THOUGHT][CATEGORY:BRAIN]
[DEFAULT_RELSIZE:90]
[BODY:CEPHALOPOD_FACE]
[BP:REYE:right eye:STP][CON:MANTLE][SIGHT][EMBEDDED][SMALL][RIGHT][CATEGORY:EYE]
[DEFAULT_RELSIZE:30]
[BP:LEYE:left eye:STP][CON:MANTLE][SIGHT][EMBEDDED][SMALL][LEFT][CATEGORY:EYE]
[DEFAULT_RELSIZE:30]
[BP:MOUTH:beak:STP][CON:MANTLE][MOUTH][INTERNAL][SMALL][APERTURE][CATEGORY:MOUTH]
[DEFAULT_RELSIZE:40]
Zanzetkuken, I think you'll be the first modder to actually focus on vertebrates since the invention of the duck by Halfling.The dirigible gazelles are vertebrates! Of a sort. And water striders will leave the rivers to attack any thing else on the embark. I once had them follow me to the edge of the map (were I had retreated when, to my horror, the river turned out to be a stream not a brook) to kill the expedition's doctor. Those things are worse than tarnish stalks in that tarnish stalks can be deselected on the embark screen but water striders force you to avoid all water bodies larger than brooks.
Did I add large poisonous insects to swamps? I think the only thing I meddled with there was the dengue mosquitoes. So, normal-sized bugs. Maybe some water striders, too, but I think I limited those to rivers :-\
Zanzetkuken, I think you'll be the first modder to actually focus on vertebrates since the invention of the duck by Halfling.i added elephants (kind off)
Did I add large poisonous insects to swamps? I think the only thing I meddled with there was the dengue mosquitoes. So, normal-sized bugs. Maybe some water striders, too, but I think I limited those to rivers :-\
That's kind of the dirigible antelope's thing, though.Zanzetkuken, I think you'll be the first modder to actually focus on vertebrates since the invention of the duck by Halfling.i added elephants (kind off)
Did I add large poisonous insects to swamps? I think the only thing I meddled with there was the dengue mosquitoes. So, normal-sized bugs. Maybe some water striders, too, but I think I limited those to rivers :-\
also i am thinking of making a bunch of elephant like harmless animals to fill in the world, if anyone is interested.
one idea i had was was a "Rocketphant" a small (about the size of a miniature horse) grazer that can use a flee reaction that shoots a blast of air out its trunk letting it fly very fast for a short amount of time (much like leting the air out of a balloon) and then crashing to the ground for Hilario results.
i was going to make them in my modding turn but i ran out of time
That's kind of the dirigible antelope's thing, though.Zanzetkuken, I think you'll be the first modder to actually focus on vertebrates since the invention of the duck by Halfling.i added elephants (kind off)
Did I add large poisonous insects to swamps? I think the only thing I meddled with there was the dengue mosquitoes. So, normal-sized bugs. Maybe some water striders, too, but I think I limited those to rivers :-\
also i am thinking of making a bunch of elephant like harmless animals to fill in the world, if anyone is interested.
one idea i had was was a "Rocketphant" a small (about the size of a miniature horse) grazer that can use a flee reaction that shoots a blast of air out its trunk letting it fly very fast for a short amount of time (much like leting the air out of a balloon) and then crashing to the ground for Hilario results.
i was going to make them in my modding turn but i ran out of time
[CREATURE:SQUID_RIVER_HUGOL]
[DESCRIPTION:A many-armed invertebrate commonly found in rivers. They prey on large water insects, yet are in turn preyed upon by them.]
[NAME:river squid:river squid:river squid]
[CASTE_NAME:river squid:river squid:river squid]
[GENERAL_CHILD_NAME:larval river squid:larval river squid]
[CREATURE_TILE:'s'][COLOR:4:0:1]
[PREFSTRING:orange colour]
[PREFSTRING:many arms]
[CREATURE_CLASS:ALL]
[CREATURE_CLASS:INVERTEBRATE][CREATURE_CLASS:CEPHALOPOD]
[BODY:CEPHALOPOD_MANTLE:CEPHALOPOD_FACE:CEPHALOPOD_8ARMS:CEPHALOPOD_TENTACLES:CEPHALOPOD_BRAINS]
[BODY_DETAIL_PLAN:CORE_MATERIALS_HLG]
[BODY_DETAIL_PLAN:CORE_TISSUES_HLG]
[BODY_DETAIL_PLAN:CEPHALOPOD_CHITIN_HUGOL]
[BODY_DETAIL_PLAN:CEPHALOPOD_LAYERS_HUGOL]
[BODY_DETAIL_PLAN:SOFT_EGG_MATS_HUGOL]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[NOBONES]
[NATURAL]
[LARGE_ROAMING][ALL_ACTIVE]
[BIOME:ANY_TEMPERATE_RIVER][BIOME:ANY_TROPICAL_RIVER]
[FREQUENCY:60]
[POPULATION_NUMBER:200:2000]
[CLUSTER_NUMBER:3:5][LOOSE_CLUSTERS]
[PET_EXOTIC][PETVALUE:30]
[AQUATIC]
[NATURAL_SKILL:WRESTLING:6]
[ATTACK:BITE:BODYPART:BY_CATEGORY:MOUTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:50]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[BODY_SIZE:0:0:30]
[BODY_SIZE:1:0:30000]
[CHILD:1]
[MAXAGE:5:7]
[CARNIVORE][BONECARN]
[HAS_NERVES][GETS_WOUND_INFECTIONS][GETS_INFECTIONS_FROM_ROT]
[SPEED:2000]
[SWIMS_INNATE][SWIM_SPEED:900]
[CASTE:FEMALE]
[FEMALE]
[LAYS_EGGS]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGGSHELL:SOLID]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG:LIQUID]
[EGG_SIZE:10]
[CLUTCH_SIZE:31:80]
[CASTE:MALE]
[MALE]
[SELECT_CASTE:ALL]
[SELECT_TISSUE:MUSCLE]
[TL_VASCULAR:2]
Suggestion: Make the rocketphants shoot indirected dust (called pressurised air or something) that flings them into air and adds them some tags so they survive the impact. They should have no cooldown so the rocketphants would fly insanely around when threatened :Pi don't particularly want them to survive. they are supposed to be a bit like lemmings.
This would make them ridiculously deadly, though.Suggestion: Make the rocketphants shoot indirected dust (called pressurised air or something) that flings them into air and adds them some tags so they survive the impact. They should have no cooldown so the rocketphants would fly insanely around when threatened :Pi don't particularly want them to survive. they are supposed to be a bit like lemmings.
There's a difference between "lemming" and "suicide bomber"I'm sigging this.
They (rocketphants) wouldnt be so deadly if you give all other creatures [MATERIAL_FORCE_MULTIPLIER:<your air material here>:1:100](or add that tag to some creature variations like CLEANS_SELF_DAILY_HLG so all playable races and most pets would have it)( also im not sure if i wrote that tag right but it is something like that BTW). And you can add tags [NOPAIN] [NO_THOUGHT_CENTER_FOR_MOVEMENT], [NO_CONNECTIONS_FOR_MOVEMENT] and [NOTHOUGHT] so they dont die from the fall and maybe even werecurse full heal with interactions.
Also, are there any files not in rar format?^This I can't do dot rar and I can't do media fire. :( I wish I could, masterwork sounds like fun but is only in dot rar.
Zanzetkuken, have at it please!
Yeah, Urborg Panther, Breathstealer and the Spirit of the Night... ;)
Bear in mind that when adding danger to swamps (or any other region!) you don't have to fill ALL of them with super deadly creatures, you can restrict some to savage biomes.
EDIT: And [EVIL] biomes, too! Breathstealer sounds like an [EVIL] creature.
The time has come to formally end this.
[go read this part in his post]
Halfling, I believe that you forgot to update the file size on the main page for the last two versions.
+ sackhead's http://www.mediafire.com/?n23ps889fojunx5 | Customized Obsidian graphics http://www.mediafire.com/?wj1f8gk7720z7yafrom the front page
+ bugfixes for sackhead's turn: http://dffd.wimbli.com/file.php?id=7881
+ HugoLuman's turn: http://dffd.wimbli.com/file.php?id=7884
This file (hopefully) contains all the raws I have created or altered:
http://dffd.wimbli.com/file.php?id=7884
Players being unable to play it is a very serious thing. You're not wasting anyone's time :p
The current way to make it work, because Hugo only uploaded a "delta" containing his changes, is
1. delete your objects/raw folder
2. unzip sackhead's
3. unzip Hugo's and overwrite
...assuming everything works. I haven't tested the newest add-ons yet.
Hm - Hugo, could we have an upload of a complete objects folder like the earlier ones? That way you don't have to mess around with it so much to start playing.
This is rapidly turning into chaos.
Many of those cards look like Megabeasts. If you're going to make them wandering creatures, PLEASE put them in evil and/or savage swamps :(
I was unable to create as many creatures as I wanted due to college orientation, but I have many unfinished, passive creatures for swamps. Making an entire biome into a Deadly Deathland of Doom, whether [GOOD], [EVIL], [SAVAGE] or normal, kind of undermines what I've been trying to do (dilute the number of megabeasts-disguised-as-normal-animals) and limits the designs of other players for those regions. Why not go by alignment/temperment, and put those creatures in [SAVAGE]/[EVIL] swamps AND marshes? That way it's actually possible to distinguish which regions have which creatures from the world map, as swamps/marshes look identical and have the same name patterns but alignments are distinguished.
Look, it's fun to make monsters, but we also want the game to be playable and somewhat balanced. We've got to start restricting some of our deadlier wandering creatures to [SAVAGE] and/or [EVIL] areas. Some outside is fine and good for story/gameplay, but making EVERYWHERE alike to evil/savage places we start to ask how halflings even exist in the first place. Yes, bear in mind this is a world where HOBBITS have to make sense somewhere.
Now would be a perfect time to present any wishes (balance changes or otherwise) and suggestions if you have some.
Now would be a perfect time to present any wishes (balance changes or otherwise) and suggestions if you have some.
There ought to be some sort of armor for the halflings to wear. A simple leather cuirass or basic chain mail should suffice, considering there seems to be a "no heavy armor" rule.
@Zanzetkuken:
Giant poisonous bugs, the main current deadly creatures, are potentially found in all rivers and in grasslands and forests. This includes other, non-predatory bugs given annoyance tags, thus leading them to violent conflict with fort members.
...But turning ALL SWAMPS EVERYWHERE into deadly deathlands just isn't fair to other modders. It reduces diversity and available thematic choices. People are unable to make natural swamps if all swamps.
Swamps and marshes in real life have often served as the birthplace of civilizations, as they are easily converted to amazing farmland (being often found at river deltas).
[snip]
In real life people avoid such areas because they're logistically difficult and other places have more readily available resources, not because they're full of monsters. Eldricht abominations should be only an additional hazard, not an unavoidable one. People should have the choice between the challenge of getting through the water-logged soil of a swamp, and the challenge of that plus horrible death monsters.
It shouldn't be "ALL swamps are evil," it should be "EVIL swamps are evil."
Just put the syndrome on the blood?
Hey, Halfling!
Could I modify the start biome and biome support segments of the halfling entity to be grassland/hill oriented, rather than any land? Thematically, it makes more sense for them to settle primarily in those areas, and players can still embark wherever they want.
We don't really need to nerf the creatures we already have, we just need to dilute them with more relatively harmless creatures.
Go ahead. "Any land" was intended to assure that they are always playable no matter what you do to the world and no matter how many weird races you add, as they were an intended "testing"/"vanilla" race as specified by the rules (one to be used to check whether the world is still habitable to regular humanoids)... But I suppose that will work too, rarely do you not have a more suitable place for a halfling to live than a glacier especially as we're not (yet) including worldgen parameters as part of this project anyway, and they're not choking on other civs yet either.
Hounds are wagon pullers too (for halfling fluff). Or cart- and palanquin-pullers as it stands. You might want to add others though... It might be fun to try the dirigible antelope, but that probably shouldn't go into any release
I like the water striders all right. I don't think people have been going into swamps much in their gameplay, but the water striders are encountered often. Then again, since people have been playing mostly with the previous versions, they may just have seen hounds and mallards wherever they went, and little of anything else.I have gone to a lot of salt water swamps in my quest to perfect the coconut. I can honestly say that water striders are overly fond of murder-death-kill. Hounds back off when hit with a rock, water dtriders try harder to kill you. worse, they come in packs of 25
We don't really need to nerf the creatures we already have, we just need to dilute them with more relatively harmless creatures.
We could also use a non-insect common domestic wagon puller, as those poor pack-beetles suffer terribly during the winter or in cold biomes.
I have gone to a lot of salt water swamps in my quest to perfect the coconut. I can honestly say that water striders are overly fond of murder-death-kill. Hounds back off when hit with a rock, water dtriders try harder to kill you. worse, they come in packs of 25
@Zanz
Try and change up the MTG creatures some to make yours more original. While there's no specific rule, copying stuff straight from other settings doesn't seem quite... from scratch, you know? Heavily influenced is fine, though.
Of course, I can't force you, just a request.
@ZanzPersonally I like this music
Try and change up the MTG creatures some to make yours more original. While there's no specific rule, copying stuff straight from other settings doesn't seem quite... from scratch, you know? Heavily influenced is fine, though.
Of course, I can't force you, just a request.
For everyone:
When creating your megabeast, try listening to boss battle music for inspiration.
https://www.youtube.com/watch?v=DgpYfCnLhAo - Thought up "The Carousel" while listening to this one.
https://www.youtube.com/watch?v=xG1R8rk-M9E
http://www.youtube.com/watch?v=h8Yp3Pdo4ho
http://www.youtube.com/watch?v=JcBrqqrCJTY
Non-windows OS existsdoesn't 7-zip work on mac ect, never mind i t does not
reaction_STL
[OBJECT:REACTION]
[REACTION:PREPARE_CHITIN_STL]
[NAME:prepare chitin]
[BUILDING:TANNER:CUSTOM_T]
[REAGENT:A:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][UNROTTEN][HAS_MATERIAL_REACTION_PRODUCT:CHITIN_METAL_STL]
[PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:CHITIN_METAL_STL]
[SKILL:TANNER]
inorganic_metal_HugoL
[OBJECT:INORGANIC]
[INORGANIC:STEEL_HUGOL]
[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE_HLG]
[STATE_NAME_ADJ:ALL_SOLID:steel]
[STATE_NAME_ADJ:LIQUID:molten steel]
[STATE_NAME_ADJ:GAS:boiling steel]
[DISPLAY_COLOR:0:7:1]
[BUILD_COLOR:0:7:1]
[MATERIAL_VALUE:30]
[SPEC_HEAT:496]
[MELTING_POINT:12718]
[BOILING_POINT:14968]
[SOLID_DENSITY:7850]
[LIQUID_DENSITY:6980]
[MOLAR_MASS:55845]
[IMPACT_YIELD:1505000]
[IMPACT_FRACTURE:2520000]
[IMPACT_STRAIN_AT_YIELD:940]
[COMPRESSIVE_YIELD:1505000]
[COMPRESSIVE_FRACTURE:2520500]
[COMPRESSIVE_STRAIN_AT_YIELD:940] 160
[TENSILE_YIELD:434400]
[TENSILE_FRACTURE:724080]
[TENSILE_STRAIN_AT_YIELD:225]
[TORSION_YIELD:430000]
[TORSION_FRACTURE:720000]
[TORSION_STRAIN_AT_YIELD:215]
[SHEAR_YIELD:430000]
[SHEAR_FRACTURE:720000]
[SHEAR_STRAIN_AT_YIELD:215]
[BENDING_YIELD:431000]
[BENDING_FRACTURE:720000]
[BENDING_STRAIN_AT_YIELD:215]
[MAX_EDGE:10500]
[ITEMS_WEAPON][ITEMS_WEAPON_RANGED][ITEMS_AMMO][ITEMS_DIGGER][ITEMS_ARMOR][ITEMS_ANVIL]
[ITEMS_HARD][ITEMS_METAL][ITEMS_BARRED][ITEMS_SCALED]
[STATE_COLOR:ALL_SOLID:SILVER]
There are other operating systems. And anyway... last time I checked, although it was some time ago, Windows has built-in zip functionality (send to archive) so why would you even need a separate program here?I am uploading .zip from now on so everyone can access them. (including the file i just uploaded),
As for using rars, you are not compressing gigantic files where saving every byte is advantageous. And if you were, and wanted to save space, then you would go for 7-zip which is the superior compression and also more freely available. You don't need to save advanced NTFS options (which would be pointless since we don't all have NTFS and why would you even need them here). You don't need to encrypt, and if you did you would instead use 7-zip. So using .rar and obliging others to download extra bloatware programs to use it with you is like attempting to organize the mass games of futility. :P
But seriously, though, if we don't have anything like steel, I'm just adding steel. It's so much more satisfying to say "draw steel, villain!" than "draw iridium, villain!" Also, need it for certain creatures.i Agree with you here their is no point in making fantasy alternatives to real metals when they have the same stats.
Being an AP chemistry student, it's really odd to see Iridum used as the 2x better than iron metal when IRL it's a heavy, squishy gold-family metal.
Also, I think we ought to have gold and silver, just so we can make vanity things out of them to boast about in other threads.
Okay.
Well - http://www.efunda.com/materials/alloys/alloy_home/steels_properties.cfm
If it's made from a source of pure iron (nonexistent at this time) then it should correspond to "carbon steel", while if it's made from meteoric iron then it would actually represent "alloy steel" or "tool steel" and so could be slightly harder and more durable... honestly I don't know enough about metallurgy to know for sure though, modern steels have chromium and other things too and not just nickel. But any excuse to make interesting differences, it's not like we're completely realistic.
Okay.
Well - http://www.efunda.com/materials/alloys/alloy_home/steels_properties.cfm
If it's made from a source of pure iron (nonexistent at this time) then it should correspond to "carbon steel", while if it's made from meteoric iron then it would actually represent "alloy steel" or "tool steel" and so could be slightly harder and more durable... honestly I don't know enough about metallurgy to know for sure though, modern steels have chromium and other things too and not just nickel. But any excuse to make interesting differences, it's not like we're completely realistic.
sorry for the double post but we could treat the new steel as if substance such as carbon and metals were added as it was worked and just give it all round good stats (i am not sure which stats are used for what in game so i cant be more specific)
[BODY:ARM_PLATEMAIL_HUGOL]
[BP:PAULDRON:pauldron:STP][CON_CAT:ARM][EMBEDDED]
[DEFAULT_RELSIZE:200]
[BP:COWTER:cowter:STP][CON_CAT:EBLOW][EMBEDDED] //aka Elbow plate
[DEFAULT_RELSIZE:100]
[BP:GAUNTLET:gauntlet:STP][CON_CAT:FOREARM][EMBEDDED]
[DEFAULT_RELSIZE:200]
[BODY:LEG_PLATEMAIL_HUGOL]
[BP:CUISSE:cuisse:STP][CON_CAT:THIGH][EMBEDDED]
[DEFAULT_RELSIZE:500]
[BP:POLEYN:poleyn:STP][CON_CAT:KNEE][EMBEDDED] //aka Knee plate
[DEFAULT_RELSIZE:100]
[BP:GREAVE:greave:STP][CON_CAT:SHIN][EMBEDDED]
[DEFAULT_RELSIZE:400]
[BP:SOLLERET:solleret:STP][CON_CAT:FOOT][EMBEDDED]
[DEFAULT_RELSIZE:120]
Are the pack beetles supposed to be cold-blooded killers? I embarked with formics somewhere (i didnt check the biome) with formics.I took 60 mallard ducks and 2 mallard drakes with me (they are pretty cheap).Almost instantly after arriving to my outpost,a group of 5 pack beetles wandered to my little colony. First I thought that they were harmless herbivore wild animals but they managed to kill 4 of my ducks and rip my herbalist's left lower arm off.
Sidenote: My herbalist absolutely detest treelords
Are the pack beetles supposed to be cold-blooded killers? I embarked with formics somewhere (i didnt check the biome) with formics.I took 60 mallard ducks and 2 mallard drakes with me (they are pretty cheap).Almost instantly after arriving to my outpost,a group of 5 pack beetles wandered to my little colony. First I thought that they were harmless herbivore wild animals but they managed to kill 4 of my ducks and rip my herbalist's left lower arm off.
Sidenote: My herbalist absolutely detest treelords
They have the "BENIGN" token and are intended to be peaceful herbivores ??? Did the formics do anything to provoke them? If it were halflings, I'd think the answer would be an unqualified "yes", but unless I erred somewhere, Formics can't throw rocks.
What I'm not sure of is why there are dwarves.
Small question. Are golden mamaphints supposed to be able to learn skills? because I my first formic migrant wave came with a "Goldan Mamaphint Strand Extractor". Also, will he actually be able to extract strands? Or is he like those tiger people you can buy in vanilla, who can have medical skills but don't use them?
Ok, so, coconut shell as a tool works but I now have a +coconut shell+ . Yes, finly crafted shells. Oh well, maybe they didi a realy good job of making sure it came out usable.
Hi, I know I've been asking a lot of questions recently, but I have one more. I'm trading with the elves, buying some pumpkins and cloth etc, then I keep getting these "X cancels (drink/move object/ eat/etc), Interrupted by mutilated elf corpse". I look around and then find one outside my forts entrance, near the depot. Its head is gone and its arms are dented. I'm not sure why its dead, or why my Formics are being interrupted on their way from the embark caravan to the fort proper.
Edit: also, treelord wrestlers are going in and out my fort for no apparent reason, despite my depot being at the forts entrance, and even though the first corpse "died" and the formics continued walking, it came back to life and is still called "elf mutilated corpse" and is now interrupting again.
EDIT: sorry if I refered to my formics as "dwarves", force of habit, :-[
It's simple: Don't give raised elves [OPPOSED_TO_LIFE]
opposed to life is hardcoded onto things that get animated :(It's simple: Don't give raised elves [OPPOSED_TO_LIFE]
Figured I gave that to the larva? :P
His raws don't specify OPPOSED_TO_LIFE or indeed any syndrome, just animation. It works like I said - feel free to test.
dosn't work. just because the material is [SHELL] dosn't meen tha item is. It has to be a corps part to work in the vanela crafing reactions and you can produce corps parts in a reaction ( thats what caused the crash) Alternativly I could just have coconut shells be useles refuse, but they are so useful IRL that that feels wrong. If I do that I might as well get rid of coconuts.Ok, so, coconut shell as a tool works but I now have a +coconut shell+ . Yes, finly crafted shells. Oh well, maybe they didi a realy good job of making sure it came out usable.
Coconut shells as tools is going to be more than a bit of a problem as you will need custom reactions to work those, and you have to enable those for the entity in every entity for them to be able to make them if they're tools.
Try this instead:
- coconut shell is an inorganic material with usage tokens
- reaction produces a type BOULDER:NONE item made of coconut shell
this should yield a stone-like item called simply "coconut shell" that can be used in vanilla reactions according to the tokens you gave it
Hold on! a "+coconut shell+"? Did you just invent a method to tell good fruit from bad?!! Wow!sort of
dosn't work. just because the material is [SHELL] dosn't meen tha item is. It has to be a corps part to work in the vanela crafing reactions and you can produce corps parts in a reaction ( thats what caused the crash)
Thinking about it a bit more, using reality-bending body transformation syndromes and a separate creature that only exists as a transformation like that just to process a fruit may be slightly frivolous though.My philosophy is that if the workaround isn't completly unhinged and questonably nessicary you arn't doing it right :P
Small question. Are golden mamaphints supposed to be able to learn skills? because I my first formic migrant wave came with a "Goldan Mamaphint Strand Extractor". Also, will he actually be able to extract strands? Or is he like those tiger people you can buy in vanilla, who can have medical skills but don't use them?
He told me via PM that the "-phint" is intentional, sort of like the "-phont" in "oliphont," but I'm not sure about the Goldan. And, given the spelling mistakes in the description...the Goldan is miss spelling my raws are shocking like that, i probably should type out descriptions on word so i have spell check
Probably best to ask first, though.
is it a mammoth+plant?
Small question. Are golden mamaphints supposed to be able to learn skills? because I my first formic migrant wave came with a "Goldan Mamaphint Strand Extractor". Also, will he actually be able to extract strands? Or is he like those tiger people you can buy in vanilla, who can have medical skills but don't use them?
Uh, first of all congrats on finding a bizarre animal by even this world's standards. Let's hope he's useful... but really, he's not going to be. Exactly like the tigermen. Not that you probably have many strands to extract anyway.
Sackhead -- is it intentional that mamaphints are both CAN_LEARN and trainable? Because you don't need the first for the latter and the first actually gives them civilian professions... and it's rather conspicuously in a sea of whitespace in the middle of the creature so I'm not sure.
Also the name thing. You don't mind spelling corrections, right? They're no disrespect. So it currently reads
goldan mamaphint:goldan mamaphint:goldan mamaphint, so even the plural of those is mamaphint
Goldan should be golden, right? If it refers to the color of the creature. Mamaphint... now it can be called mamaphint all it wants, but did you mean "mamaphant" (mama + elephant) or maybe "mammophant" (mammoth + elephant)? And should the plural be mamaphint or mamaphints?
I'm adding your newest update to the front page btw, forgot earlier.
Will be interesting to see how migrating goes if this is still active at the time.sorry for the double post.
Anyone interested in giving our newest version (Hugo's) a play turn, by the way?
[MATERIAL_FORCE_MULTIPLIER:AERESIUM_LKR:1000000000:1]
That's a really bad idea. Aeresium is not supposed to be weapons-grade. Would you make a creature that has a material weakness to lay pewter, for instance?
That's a really bad idea. Aeresium is not supposed to be weapons-grade. Would you make a creature that has a material weakness to lay pewter, for instance?
Why do you think I made it that large? And through custom reactions and a custom workshop, lizardkin can make weapons from it.
it does reduce the amount of pointless bloat metals and it is nice for Aeresium to have a purpose beyond a building materialThat's a really bad idea. Aeresium is not supposed to be weapons-grade. Would you make a creature that has a material weakness to lay pewter, for instance?
Why do you think I made it that large? And through custom reactions and a custom workshop, lizardkin can make weapons from it.
The point is that you're not supposed to be able to make weapons out of it in the first place! It's not hard to define your own metal, give it an ore, and use that instead of modifying-but-not-really something that someone else did and perverting it for your own purposes. It's also much less unethical.
What do you think of the idea of doing an actual succession fort with this mod once we get this to a stable/finished(esque) state?
firstly i would like to sign up for a play turn.
and now i am signed up i can give hugo's a play turn
Small question. Are golden mamaphints supposed to be able to learn skills? because I my first formic migrant wave came with a "Goldan Mamaphint Strand Extractor". Also, will he actually be able to extract strands? Or is he like those tiger people you can buy in vanilla, who can have medical skills but don't use them?
they are supposed to have [CAN_LEARN] as in real life Elephants are very smart and can be trained to do crazy things , also their trunk is a grasper so they can wrestle weapons away and level up in them it was meant as an Easter egg when you find one of you Mamaphant's has stolen an invaders sword and levels up in it. On the Strand extraction it would be nice if it could but i doubt it.
I believe the only labors pets can do is fishing and hunting.
too bad there is no way to train them
...
it should be mamaphints
golden mamaphint:golden mamaphints:golden mamaphint
[NATURAL_SKILL:EXTRACT_STRAND:10] # grand master strand extractor, which overrides their other skill titles but not the skills
[PROFESSION_NAME:STRAND_EXTRACTOR:beast:beasts] # with the above, they are now always called beasts and not by identifiable civilian profession
It's good to have things that are just flavour though. Maybe have the monster killing mettle made from Aeresium and something else as an alloy?it does reduce the amount of pointless bloat metals and it is nice for Aeresium to have a purpose beyond a building materialThat's a really bad idea. Aeresium is not supposed to be weapons-grade. Would you make a creature that has a material weakness to lay pewter, for instance?
Why do you think I made it that large? And through custom reactions and a custom workshop, lizardkin can make weapons from it.
The point is that you're not supposed to be able to make weapons out of it in the first place! It's not hard to define your own metal, give it an ore, and use that instead of modifying-but-not-really something that someone else did and perverting it for your own purposes. It's also much less unethical.
Would you make a creature that has a material weakness to lay pewter, for instance?I would. and then make something like lay pewter brass knuckles so you have to punch the monster to death.
We really need all the files as zips...
or atleast laularukyrumo's modding turn as one.
Bug or Intended?: formics cant build nest boxes(but can embark with mallards?)[note that i'm not uring the Sackhead's version because of the infernal RAR]
The link for it is a RAR.
you guys also need more brewables. I think all there is now is tarnish root and honey.
Anyone fix the burning caravans yet?my bug-fix turn may have. i fixed what was suspected to cause it, i am not sure if it is included in the later versions however.
Well, I try to transfer the body system over from DF-modded to halfling's, with my own changes, and then the whole thing falls apart giving me a 300 kilobyte file...
Looks like simple modification to the body detail plan won't work. Oh, halfling, nice three-part wings. If only you didn't code them as arms...
also, some of the caravans seem to explode and emerge unscathed. I think the incense is doing something odd.
lumberyards seem to be uselessThis is because the name was changed from LUMBERYARD_KPT to just LUMBERYARD in the work shop raws but not in the reaction raws. You can either change it back in the workshop raws (this causes a harmless error in the error log that doesn't seem to effect the in game building)or change each of the reactions.
lumberyards seem to be uselessThis is because the name was changed from LUMBERYARD_KPT to just LUMBERYARD in the work shop raws but not in the reaction raws. You can either change it back in the workshop raws (this causes a harmless error in the error log that doesn't seem to effect the in game building)or change each of the reactions.
Does anyone know why my hydromancers wont work?(They DO work in arena, but won't appear in worldgen or build towers)
The secret:Elemental summoning interaction:Spoiler (click to show/hide)secret_hydro_zap.txtSpoiler (click to show/hide)Spoiler (click to show/hide)
Oh...
Making coal [SPECIAL] should be an urgent bugfix for the newest version as well. Exploding caravans are kind of funny but not really. Maybe that also fixes the random forest fires - did you know that the flammable version of coal actually currently has a fixed temperature of 32000 U, that is, about 12000C, twice as hot as the surface of the sun? (10000U=0C and 22000F T-difference =~ 12000C) If that does not cause the world to occasionally burn if you embark with something made of coal (the flammable version, too, can be used by civs to produce items in worldgen since it is IS_STONE, which it maybe shouldn't be), I don't know what would.
However, there's a bit of a problem. It is already tagged [SPECIAL] in the newest version. So either there's another explanation or that token does not work like we think it does. Could the fact that it has IS_STONE result in merchants bringing crafts made of it even though it is SPECIAL?Does anyone know why my hydromancers wont work?(They DO work in arena, but won't appear in worldgen or build towers)
The secret:Elemental summoning interaction:Spoiler (click to show/hide)secret_hydro_zap.txtSpoiler (click to show/hide)Spoiler (click to show/hide)
Note unrelated to the question: since your water elementals ANIMATE instead of RESURRECT, they will be always hostile regardless of who made them, so "peaceful" may be the wrong choice of words. One thing to also note is that your mancer syndrome does not have an affected class which sometimes leads to bugs (specifically on save and reload - I don't know enough about how secrets work in worldgen to know if it could be a cause, probably not if it's not in the vanilla sample, but should be fixed anyway).
Ah heck. This will be harder than I thought... Ah well. To the wiki!
[BODY_DETAIL_PLAN:REPTILE_ZTG]
[ADD_TISSUE:SCALE:SCALE_TEMPLATE_ZTG]
[ADD_TISSUE:CLAW:BONE_TEMPLATE_HLG]
[ADD_TISSUE:SINEW:SINEW_ZTG]
[ADD_TISSUE:HORN:BONE_TEMPLATE_HLG]
[ADD_TISSUE:FIN:SCALES_ZTG]
[ADD_TISSUE:MUSCLE:MUSCLE_TEMPLATE_HLG]
[ADD_TISSUE:BONE:BONE_TEMPLATE_HLG]
[ADD_TISSUE:FAT:FAT_TEMPLATE_HLG]
[ADD_TISSUE:CARTILAGE:CARTILAGE_TEMPLATE_HLG]
[ADD_TISSUE:NERVE_TISSUE:NERVE_TISSUE_TEMPLATE_HLG]
[ADD_TISSUE:ORGAN_TISSUE:ORGAN_TISSUE_TEMPLATE_HLG]
[ADD_TISSUE:BLOOD:BLOOD_TEMPLATE_HLG]
[ADD_TISSUE:TOOTH:TOOTH_TEMPLATE_HLG]
[ADD_MATERIAL:SCALE:SCALE_TEMPLATE_ZTG]
[ADD_MATERIAL:CLAW:BONE_TEMPLATE_HLG]
[ADD_MATERIAL:SINEW:SINEW_ZTG]
[ADD_MATERIAL:HORN:BONE_TEMPLATE_HLG]
[ADD_MATERIAL:FIN:SCALES_ZTG]
[ADD_MATERIAL:MUSCLE:MUSCLE_TEMPLATE_HLG]
[ADD_MATERIAL:BONE:BONE_TEMPLATE_HLG]
[ADD_MATERIAL:FAT:FAT_TEMPLATE_HLG]
[ADD_MATERIAL:CARTILAGE:CARTILAGE_TEMPLATE_HLG]
[ADD_MATERIAL:NERVE_TISSUE:NERVE_TISSUE_TEMPLATE_HLG]
[ADD_MATERIAL:ORGAN_TISSUE:ORGAN_TISSUE_TEMPLATE_HLG]
[ADD_MATERIAL:BLOOD:BLOOD_TEMPLATE_HLG]
[ADD_MATERIAL:TOOTH:TOOTH_TEMPLATE_HLG]
[BP_LAYERS:BY_CATEGORY:CLAW:CLAW:100]
[BP_LAYERS:BY_CATEGORY:FIN:FIN:100]
[BP_LAYERS:BY_CATEGORY:TORSO:MUSCLE:100:FAT:10:SCALE:1]
[BP_LAYERS:BY_CATEGORY:UPPER_BONY_SPINE:BONE:20]
[BP_LAYERS:BY_CATEGORY:RIBS:BONE:30:CARTILAGE:25]
[BP_LAYERS:BY_CATEGORY:HEART:MUSCLE:25:FAT:10]
[BP_LAYERS:BY_CATEGORY:LUNG:ORGAN_TISSUE:100]
[BP_LAYERS:BY_CATEGORY:ABDOMEN:MUSCLE:100:FAT:10:SCALE:1]
[BP_LAYERS:BY_CATEGORY:LOWER_BONY_SPINE:BONE:20]
[BP_LAYERS:BY_CATEGORY:GUT:ORGAN_TISSUE:100]
[BP_LAYERS:BY_CATEGORY:NECK:BONE:20:ORGAN_TISSUE:5:MUSCLE:10:FAT:10:SCALE:1]
[BP_RELATION:BY_CATEGORY:RIBS:AROUND:BY_CATEGORY:HEART:100]
[BP_RELATION:BY_CATEGORY:RIBS:AROUND:BY_CATEGORY:LUNG:100]
[BP_LAYERS:BY_CATEGORY:HEAD:MUSCLE:30:FAT:10:SCALE:1]
[BP_LAYERS:BY_CATEGORY:SKULL:BONE:30]
[BP_LAYERS:BY_CATEGORY:BRAIN:NERVE_TISSUE:100]
[BP_LAYERS:BY_CATEGORY:FACE:MUSCLE:10:FAT:10:SCALE:1]
[BP_LAYERS:BY_CATEGORY:EYE:EYE:20]
[BP_LAYERS:BY_CATEGORY:MOUTH:MUSCLE:25:SCALE:1]
[BP_LAYERS:BY_CATEGORY:NOSE:CARTILAGE:10:MUSCLE:5:FAT:1:SCALE:1]
[BP_POSITION:BY_CATEGORY:FACE:FRONT]
[BP_POSITION:BY_CATEGORY:EYE:FRONT]
[BP_POSITION:BY_CATEGORY:NOSE:FRONT]
[BP_POSITION:BY_CATEGORY:MOUTH:FRONT]
[BP_RELATION:BY_CATEGORY:SKULL:AROUND:BY_CATEGORY:BRAIN:100]
[BP_LAYERS:BY_CATEGORY:UPPER_NERVOUS_SPINE:NERVE_TISSUE:20]
[BP_LAYERS:BY_CATEGORY:LOWER_NERVOUS_SPINE:NERVE_TISSUE:20]
[BP_RELATION:BY_CATEGORY:UPPER_BONY_SPINE:AROUND:BY_CATEGORY:UPPER_NERVOUS_SPINE:90]
[BP_RELATION:BY_CATEGORY:LOWER_BONY_SPINE:AROUND:BY_CATEGORY:LOWER_NERVOUS_SPINE:90]
[BP_LAYERS:BY_CATEGORY:THIGH:BONE:30:MUSCLE:10:FAT:10:SCALE:1]
[BP_LAYERS:BY_CATEGORY:KNEE:BONE:20:CARTILAGE:5:MUSCLE:10:FAT:10:SCALE:1]
[BP_LAYERS:BY_CATEGORY:SHIN:BONE:30:MUSCLE:10:FAT:10:SCALE:1]
[BP_LAYERS:BY_CATEGORY:ANKLE:BONE:20:CARTILAGE:5:MUSCLE:10:FAT:10:SCALE:1]
[BP_LAYERS:BY_CATEGORY:FOOT:BONE:30:MUSCLE:10:FAT:10:SCALE:1]
[BP_LAYERS:BY_CATEGORY:TOE:BONE:10:MUSCLE:5:SKIN:1:KERATIN:1]
[BP_LAYERS:BY_CATEGORY:ARM:BONE:20:MUSCLE:10:FAT:1:SCALE:1]
[BP_LAYERS:BY_CATEGORY:ELBOW:BONE:10:CARTILAGE:5:MUSCLE:10:FAT:10:SCALE:1]
[BP_LAYERS:BY_CATEGORY:FOREARM:BONE:20:MUSCLE:10:FAT:1:SCALE:1]
[BP_LAYERS:BY_CATEGORY:WRIST:BONE:20:CARTILAGE:5:MUSCLE:10:FAT:10:SCALE:1]
[BP_LAYERS:BY_CATEGORY:FOOT:BONE:20:MUSCLE:10:FAT:1:SCALE:1]
[BP_LAYERS:BY_CATEGORY:TOE:BONE:10:MUSCLE:5:SKIN:1:KERATIN:1]
[BP_LAYERS:BY_CATEGORY:WING:BONE:20:MUSCLE:10:SCALE:1]
[BP_LAYERS:BY_CATEGORY:WRIST:BONE:10:CARTILAGE:5:MUSCLE:10:FAT:10:SCALE:1]
[BP_LAYERS:BY_CATEGORY:TAIL:BONE:20:MUSCLE:5:SCALE:1]
[BP_LAYERS:BY_CATEGORY:TOOTH:TOOTH:30]
[BP_RELATION:BY_CATEGORY:MOUTH:AROUND:BY_CATEGORY:TOOTH:100]
Post the file SCALE_TEMPLATE_ZTG is in and any other files that template references such as the material templates.
How do you get 2 megabytes of 1 message? :P
[TISSUE_TEMPLATE:SCALES_ZTG]
[TISSUE_NAME:scale:STP]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:SCALE]
[SCARS]
[RELATIVE_THICKNESS:5]
[HEALING_RATE:100]
[VASCULAR:1]
[PAIN_RECEPTORS:5]
[CONNECTS]
[TISSUE_SHAPE:SCALES]
Thinking about it a bit more, using reality-bending body transformation syndromes and a separate creature that only exists as a transformation like that just to process a fruit may be slightly frivolous though.My philosophy is that if the workaround isn't completly unhinged and questonably nessicary you arn't doing it right :P
As far as why it's the better-than-steel equivalent, I'll admit I took a little creative liberty, but aside from the MAX_EDGE I wouldn't expect it to be -that- weird. Iridium is the second-densest element and second-most resistant to elastic strain, and is very hard. I intended for it to be excellent in armor and blunt weapons... perhaps I should nerf its effectiveness in blades, sort of like an anti-Adamantine--bluemetal gives you whiffle bats while Iridium gives you butterknives. Perhaps I should demand that bars of Iridium be alloyed with some other metal in a very low quantity (say, 10-20% alloy composition) before being worked? I'll admit that Iridium was kind of a bust due to being far more difficult to actually get than I had anticipated.But if you're actually going the realistic route with Iridium (and not the fantasy-metal-with-cool-sounding-name-of-real-metal route), why not use something slightly more common, like Aluminum? People didn't even discover Iridium until 1803, and can barely even work it with modern technology.
Worldgen crashing is generally a bad sign though. There have been so many updates by now that I think we need to rectify this. I haven't changed my files much (except for a couple of extremely minor edits that I plan on integrating with my eventual second modding turn in the distant future), but anybody that has updates to make should probably, IN CHRONOLOGICAL ORDER OF TURNS, apply all fixes to their own files and then merge.My upload on DFFD is in .zip format, and includes all the latest files and fixes. Unless you merged it with another version of the raws, there should be no crashes.
"Poinless bloat metals"!? In DF!? That's what makes this game so great is the attention to detail. It's not "these are the tier 1-4 combat metals, and the 1 metal for jewelry to sell to vendors for GP," instead you can have 7 different metals as studs or spikes on your hammer, instead of just "gold." As long as they have different properties of any sort, non-combat metals are not pointless. We don't want minimalist bland, we want a game with tasty flavor!it does reduce the amount of pointless bloat metals and it is nice for Aeresium to have a purpose beyond a building materialThat's a really bad idea. Aeresium is not supposed to be weapons-grade. Would you make a creature that has a material weakness to lay pewter, for instance?
Why do you think I made it that large? And through custom reactions and a custom workshop, lizardkin can make weapons from it.
The point is that you're not supposed to be able to make weapons out of it in the first place! It's not hard to define your own metal, give it an ore, and use that instead of modifying-but-not-really something that someone else did and perverting it for your own purposes. It's also much less unethical.
Problem is, this would affect all caravans (and possibly your civilians) unless you made a civ specifically for this purpose, with the syndrome specific to them. But then why not just have them seige, instead of a predictable and easily destroyed caravan? People see the caravan from this civ, they put the depot in a deathtrap and the caravan offers no resistance whatsoever.Anyone fix the burning caravans yet?my bug-fix turn may have. i fixed what was suspected to cause it, i am not sure if it is included in the later versions however.
we think it was coulsed by either the Alchemy RAWS or my doom coal lacking the [SPECIAL] tag. i did think it was funny.
this does give me and idea. we add a boiling stone to caravans that should boil as soon as they enter the map and after enough time for them to have reached the depo it transforms them into crazed saboteurs
Mm. Actually since iridium is supposed to be unobtainable without special means yet all civs have access to it and can trade for it, that IS a bit of a contradiction, nevermind the price. Consider making it [SPECIAL]?
By the way, is the apple tree reaction working for you at the lumber yard?
Your criticism is very welcome. Here's a summary of what might be good, simple fixes to add at this point that have come up so far and are unimplemented
1. Remove IS_STONE from the variety of coal that is supposed to explode, so civilizations don't even have a chance of making their goods out of it. Should not affect layering.
2. Add [SPECIAL] to iridium
3. Formics should have access nest boxes (StL will probably provide the exact code)
4. Mamaphint naming fixes so they don't have visible civilian professions (http://www.bay12forums.com/smf/index.php?topic=127552.msg4481810;topicseen#msg4481810)
-- unless the author objects. It's pretty hard to tell who is idling and who's gone at this point so let's just make it a policy to fix what seems like an obvious bug ASAP and discuss later if needed? Let me know if I forgot something.
Also yeah, as that implies, once you stop reading this thread your content may be bugfixed freely, because that's the only way it could be bugfixed if you do. Common sense since there's no intellectual property legal issues here. :P
I'm also roughly calling language and spelling fixes and balance fixes bugfixes because a game does not need to be glitchy to be broken.
I just go camping for 2 days...True. As I thought about it over the weekend I realized that, being a transformation, carving coconuts would cure any wound. Missing a lung, an arm, and the use of your legs? go carve a coconut!Thinking about it a bit more, using reality-bending body transformation syndromes and a separate creature that only exists as a transformation like that just to process a fruit may be slightly frivolous though.My philosophy is that if the workaround isn't completly unhinged and questonably nessicary you arn't doing it right :P
The more completely unhinged and unnecessary a workaround, the more bugs it's liable to cause.
You would need to ask hugo to be sure but I think it was to fix a minor bug were the error log kept geting "unrecognized workshop token ' " or some such. I don't know why it was complaining about an ' there wasn't one but it looks like, maybe, the game dosn't like to have underscors in the workshop tokens :-\lumberyards seem to be uselessThis is because the name was changed from LUMBERYARD_KPT to just LUMBERYARD in the work shop raws but not in the reaction raws. You can either change it back in the workshop raws (this causes a harmless error in the error log that doesn't seem to effect the in game building)or change each of the reactions.
Excuse my dumb question but... uh, why was it changed? That not only breaks rules but also apparently the reaction then. Seems like a somewhat bad move.
I just go camping for 2 days...True. As I thought about it over the weekend I realized that, being a transformation, carving coconuts would cure any wound. Missing a lung, an arm, and the use of your legs? go carve a coconut!Thinking about it a bit more, using reality-bending body transformation syndromes and a separate creature that only exists as a transformation like that just to process a fruit may be slightly frivolous though.My philosophy is that if the workaround isn't completly unhinged and questonably nessicary you arn't doing it right :P
The more completely unhinged and unnecessary a workaround, the more bugs it's liable to cause.
I think I'd rather go the "tool with specific reactions" root.
You would need to ask hugo to be sure but I think it was to fix a minor bug were the error log kept geting "unrecognized workshop token ' " or some such. I don't know why it was complaining about an ' there wasn't one but it looks like, maybe, the game dosn't like to have underscors in the workshop tokens :-\lumberyards seem to be uselessThis is because the name was changed from LUMBERYARD_KPT to just LUMBERYARD in the work shop raws but not in the reaction raws. You can either change it back in the workshop raws (this causes a harmless error in the error log that doesn't seem to effect the in game building)or change each of the reactions.
Excuse my dumb question but... uh, why was it changed? That not only breaks rules but also apparently the reaction then. Seems like a somewhat bad move.
True. As I thought about it over the weekend I realized that, being a transformation, carving coconuts would cure any wound. Missing a lung, an arm, and the use of your legs? go carve a coconut!Thinking about it a bit more, using reality-bending body transformation syndromes and a separate creature that only exists as a transformation like that just to process a fruit may be slightly frivolous though.My philosophy is that if the workaround isn't completly unhinged and questonably nessicary you arn't doing it right :P
The more completely unhinged and unnecessary a workaround, the more bugs it's liable to cause.
I think I'd rather go the "tool with specific reactions" root.
Wouldn't the boulder model, or making them pieces of lumber, or thinking up something else entirely be more sensible? It's still going to be a huge pain in the long run to enable both the tool and coconut tool reactions on all races, and you will need a new reaction for every single thing.
You would need to ask hugo to be sure but I think it was to fix a minor bug were the error log kept geting "unrecognized workshop token ' " or some such. I don't know why it was complaining about an ' there wasn't one but it looks like, maybe, the game dosn't like to have underscors in the workshop tokens :-\lumberyards seem to be uselessThis is because the name was changed from LUMBERYARD_KPT to just LUMBERYARD in the work shop raws but not in the reaction raws. You can either change it back in the workshop raws (this causes a harmless error in the error log that doesn't seem to effect the in game building)or change each of the reactions.
Excuse my dumb question but... uh, why was it changed? That not only breaks rules but also apparently the reaction then. Seems like a somewhat bad move.
Anyone, please give it a go. Zanz - how's the next modding update looking?
If you're unable to maintain the OP, we could hand it off to someone else and start a new thread. Good excuse for integrating bugfixes throughout the various turns and making sure everything fits.
Also I'll rock the play turn if Sackhead can't do it. Point me to the latest hellscape and I'll start this madness.
[BODY_DETAIL_PLAN:SPIRIT_MATERIALS_ZTG]
[ADD_MATERIAL:AETHER:ETHER_ZTG]
[ADD_MATERIAL:CORE:ETHER_2_ZTG]
[BODY_DETAIL_PLAN:SPIRIT_TISSUES_ZTG]
[ADD_TISSUE:AETHER:ETHER_ZTG]
[ADD_MATERIAL:AETHER_2:ETHER_2_ZTG]
[BP_LAYERS:BY_CATEGORY:ETHER:AETHER:100]
[BP_LAYERS:BY_CATEGORY:CORE:AETHER_2:100]
*** Error(s) finalizing the creature SPIRIT_ZTG
SPIRIT_ZTG:DEFAULT:core, layer 1: Tissue AETHER_2 was not found, using first tissue instead
Here you go, fixed up your tea with the current templates, and added one so its not causing hangovers to your halflings/formics
oh, and anyone think this would work for a plant?Spoiler (click to show/hide)
One...error...left...
Won't...freaking...DIE!!!!!
Relevant Code:Code: [Select][BODY_DETAIL_PLAN:SPIRIT_MATERIALS_ZTG]
[ADD_MATERIAL:AETHER:ETHER_ZTG]
[ADD_MATERIAL:CORE:ETHER_2_ZTG]
[BODY_DETAIL_PLAN:SPIRIT_TISSUES_ZTG]
[ADD_TISSUE:AETHER:ETHER_ZTG]
[ADD_MATERIAL:AETHER_2:ETHER_2_ZTG]
[BP_LAYERS:BY_CATEGORY:ETHER:AETHER:100]
[BP_LAYERS:BY_CATEGORY:CORE:AETHER_2:100]
Error:Code: [Select]*** Error(s) finalizing the creature SPIRIT_ZTG
SPIRIT_ZTG:DEFAULT:core, layer 1: Tissue AETHER_2 was not found, using first tissue instead
[BODY_DETAIL_PLAN:SPIRIT_MATERIALS_ZTG]
[ADD_MATERIAL:AETHER:ETHER_ZTG]
[ADD_MATERIAL:CORE:ETHER_2_ZTG]
[BODY_DETAIL_PLAN:SPIRIT_TISSUES_ZTG]
[ADD_TISSUE:AETHER:ETHER_ZTG]
[ADD_TISSUE:AETHER_2:ETHER_2_ZTG]
[BP_LAYERS:BY_CATEGORY:ETHER:AETHER:100]
[BP_LAYERS:BY_CATEGORY:CORE:AETHER_2:100]
All they can do is emit a small cloud of ether occasionally.
Ok, downloaded today, one/two comments/questions (the following was gathered via arena mode, sorry if that's useless for some reason):Spoiler (click to show/hide)
Pic of halfling (armed with aeresium scimitar) vs spirit report:Spoiler (click to show/hide)
All they can do is emit a small cloud of ether occasionally.
This ether (http://en.wikipedia.org/wiki/Diethyl_ether)? Because I could foresee that being...annoying. :)
Didn't the guy complain about you doing this with his Aeresium?
All they can do is emit a small cloud of ether occasionally.
This ether (http://en.wikipedia.org/wiki/Diethyl_ether)? Because I could foresee that being...annoying. :)
The fact that you can HAVE Aeresium weapons (which I explicitly forbade in the material files) is the point of issue, not the material weakness for the specific creature. So Lucy, you do, in fact, have some 'splaining to do.
On embark (as Lizardkin) I found I can't bring an ax of any kind and on building a carpenters shop I can't make one (or any wooden weapon), intentional/error on my part? Also, I built a Lizardkin forge which I found had zero options for new tasks.
Hi again, if your not busy I have a question:Spoiler (click to show/hide)
ax:Lizardkin forge:Spoiler (click to show/hide)Spoiler (click to show/hide)
On embark (as Lizardkin) I found I can't bring an ax of any kind and on building a carpenters shop I can't make one (or any wooden weapon), intentional/error on my part? Also, I built a Lizardkin forge which I found had zero options for new tasks.
The only weapons that can be created at a carpenter's workshop are training weapons, which the lizardkin don't have.
They don't appear to have any axes as a permitted weapon either, only bladed longbows, spears, and mining equipment.
Also, the forge reactions are missing an underscore. In the entity file they are called [PERMITTED_REACTION:LIZARDKIN1_ZTG] through [PERMITTED_REACTION:LIZARDKIN14_ZTG], but in the reactions file they are [REACTION:LIZARDKIN_1_ZTG] through [REACTION:LIZARDKIN_14_ZTG].
finally, PTW.
Needs urgent bugfixing. Thanks for pointing out the exact problem too. Zanzetkuken? Also, this should have been caught earlier. Please playtest stuff you make for fort mode too.
is Zanzetkuken's turn all done, and bug-free? Gotta try to think of a week's worth of ideas, any suggestions you got I will try to implement.
The elves are notably bare-bones, they are currently naked and have no weapons, nor any defining cultural traits (they aren't even hostile, ever).Well, I do believe that the nudity does reinforce the slavery idea of them. But yeah, some natural stuff sounds like I can do it.
Gotta try to think of a week's worth of ideas, any suggestions you got I will try to implement.
Somebody should build a small avian creature (perhaps named a swallow) that specifically steals coconuts. It would be interesting to see exactly what the airspeed velocity of an unladen swallow (http://style.org/unladenswallow/) would be in the game, as well as distribute coconut trees to a wide variety of biomes.I think we should start making flora for specific regions. Right now, pretty much all plants are found everywhere, every biome is coated with apple trees and "moss" grass. Sometimes you see some "tall grass", but most everywhere there are apple trees, like some kindergartener's painting.
Somebody should build a small avian creature (perhaps named a swallow) that specifically steals coconuts. It would be interesting to see exactly what the airspeed velocity of an unladen swallow (http://style.org/unladenswallow/) would be in the game, as well as distribute coconut trees to a wide variety of biomes.I think we should start making flora for specific regions. Right now, pretty much all plants are found everywhere, every biome is coated with apple trees and "moss" grass. Sometimes you see some "tall grass", but most everywhere there are apple trees, like some kindergartener's painting.
Gotta try to think of a week's worth of ideas, any suggestions you got I will try to implement.
As I said, you can create the dragonkin entity. The creature is done, I just never got the time to create their militaristic society.
Are there any boogeymen in this mod as of now?
Oh god. I'm not sure about them, they will make testing hard. As bad as our world is, at least it doesn't have them. Can we live like that a little longer?Nay! A true halfling warrior bests foes of all sizes!
can you mod in a capapult that throws eggs as ammo as a joke weapon?You could make a reaction to turn eggs into stones suitable for catapults.
Also, people are engraving nothing.I had one of those engravings during my "Mastertea" playthrough. The tile was actually that of a dwarf. This probably occurs when an image of a tile that doesn't exist is engraved.
and by nothing I mean images of nothing.
We'll need to see your raws
Added [OBJECT:CREATURE] after that, before the raws for all your new critters?
Subject: New Creature
Trial #: Lost Count
Report: The experiment, I suppose I can say, has made a step in the right direction. There is an issue, however, with its stability.Spoiler (click to show/hide)
Subject needs fundamental changes to its structure in order for it to exist.
[NO_THOUGHT_CENTRAL_FOR_MOVEMENT] should beThank you, HugoLuman.
[NO_THOUGHT_CENTER_FOR_MOVEMENT]
Progress! After checking the error log, I found out that the creatures were not spawning due to typos in my raws. Now I have a new problem: there is only ever one of the creature in the world, instead of many. Thoughts?Use [POPULATION_SIZE:number] and [CLUSTER_SIZE:number]. For example, [POPULATION_SIZE:20] [CLUSTER_SIZE:5] would make 20 groups of 5 creatures. (Feel free to correct me if I'm wrong)
Well, I've resolved the sight and breathing issue, but my creature still cannot grasp, fly, or stand. I have added both a brain and the [NO_THOUGHT_CENTRAL_FOR_MOVEMENT] tag, but neither seem to be helping.
I have actually managed to correct this issue. I had a [NERVOUS] tag, but not a [THOUGHT] one. My mistake.Well, I've resolved the sight and breathing issue, but my creature still cannot grasp, fly, or stand. I have added both a brain and the [NO_THOUGHT_CENTRAL_FOR_MOVEMENT] tag, but neither seem to be helping.
Using NO_THOUGHT_CENTER_FOR_MOVEMENT should not be used as a permanent workaround for not having a functional brain though, because that makes the creature immune to having its brain smashed in - unless that's your intended result. In the long run, we will end up with a world that behaves very strangely under any nonstandard conditions (ie. the average df game) if we just care about making it work for a testing instance and not enough about making it work correctly.
If it works with that token, have correctly identified it's a brain issue. Make sure the brain is connected to something, is made of nervous tissue and has [THOUGHT] and try removing the token again.
Have you added those items to their entity raw?Yes, and they're the only items that don't seem to be working, so the error must be in them.
ARMORLEVEL:1?Is that an issue?
Unrecognized Inorganic Token: COPPER
Unrecognized Inorganic Token: COAL_BITUMINOUS
Unrecognized Inorganic Token: COPPER
Unrecognized Inorganic Token: COPPER
Unrecognized Inorganic Token: COPPER
Unrecognized Inorganic Token: IRON
Unrecognized Inorganic Token: COPPER
Unrecognized Inorganic Token: IRON
etc.
Also evil Shades from hell. Treelords are necromantic. And we've got hobbit vampires. We don't have anything like werebeasts, though.
Behold! the spoils of mine absolute suffering and my toils!
Selecting the modded creature from Adventurer Mode:Spoiler (click to show/hide)
Inventory with modded items:Spoiler (click to show/hide)
Fighting feral hounds whilst in the air:Spoiler (click to show/hide)
Fighting halflings in a city:Spoiler (click to show/hide)
Archery in the air:Spoiler (click to show/hide)
Interesting things that I noticed in previous tests:Spoiler (click to show/hide)
Congrats! These are apparently angelic beings in thongs? A flying adventurer is a nice thing to have for variety.Thank you. They indeed angelic, and evil. So far, they don't interact with fortresses in Fortress Mode, but they're fully playable in Adventurer Mode. Creatures will attack them on sight, but it's still more interesting than: "I'm flattered, but I have no need of you." They also have [LOCAL_BANDITRY].
Encountered any Cephalopods yet? If not, try the mountains!Found one type in the mountains; I don't remember what it was called, but I believe it was represented by a "P." It was also one of the only things that I could hardly scratch, and it stole my boot.
[DESCRIPTION:A servant of the Blood God; its kind is send to collect live offerings for their master.
Thanks Gnorm. I like the bit about the Grand Cathedral, but above it you seem to have an unset bit about ethics ( "[ETHIC:TORTURE_FOR_INFORMATION]").Thanks for pointing that out, it should be ACCEPTABLE.
Oh my, those look so awesome, I might have to download the newest version (when it's ready) just to play with them :). Glad to see Armok is still relevant in this unfamiliar and dangerous game. I look forward to killing enemies from above.Thank you; I'm flattered.Quote[DESCRIPTION:A servant of the Blood God; its kind is send to collect live offerings for their master.
I quite like their description text, they sound so neat.
why my body parts work like
"torso (TORSO), head - CON:TORSO, brain - CON:HEAD" rather than
"upper body (UB), head - CON:UB, brain - CON:HD" (which is what everybody else ended up using out of familiarity/reference).
why my body parts work like
"torso (TORSO), head - CON:TORSO, brain - CON:HEAD" rather than
"upper body (UB), head - CON:UB, brain - CON:HD" (which is what everybody else ended up using out of familiarity/reference).
Here are the raws for the Daemonic Cherubim, and all other related raws:
-snip-
IMPORTANT:You probably should add the _XYZ before uploading.
- To force compatibility with both vanilla DF and other players' contributions, so that raws never clash, and novelty so that copypasting simply does not work, you must add _XYZ to the end of every object that you newly add/define, where XYZ is an at least 3 letter handle that you chose. Mine was HLG, so that I would add a "BODY:REALLY_SIMPLE_BODY_HLG" instead of "BODY:REALLY_SIMPLE_BODY". The exception to this is language words. Not doing this will eventually destroy everything. Referring to other players raws of course does not need this, if XYZ came before me I could use BODY_XYZ in my creature, but if I make a new body... as above.
- Similarly name your files by turn, eg. "creature_domestic_halfling", so we can keep track of things.
I, for one, love the idea of having C_Variations all up in the everywhere. I'm working on c_variation_infect, which causes the affected creature to have attacks that cause the victims to become permanently weaker, and causes them to instantly die if too many of the debuffs stack on them.
I'm not getting it to work though, because apparently, if you attempt to apply two different syndromes with CE_PHYS_ATT_CHANGE tags, the second one just doesn't do anything. It doesn't even overwrite the first one. Which is bollocks, because not only does it make vamps and maybe paladins immune to infect damage, but since there's no way to delete a syndrome from a creature, not even transformation, it doesn't appear to be possible to implement the way I intended, with progressive decreases to physical stats.
Hey guys! May I do a play turn? I've been playing a little bit of this in the older versions and thought it might be cool to do a play turn.
The principle sounds useful, though that specific example is weird.
Hey guys! May I do a play turn? I've been playing a little bit of this in the older versions and thought it might be cool to do a play turn.If you're playing Halflings, build a wall around your town. It helps immensely.
This universe is coming along great though. Pitting dragons against swarms of dirigible antelopes in the arena is hilarious :D
-Don't bother with getting plants, the Lizardfolk race is entirely carnivorous. Instead, get a decent amount of tamed animals. Preferably not dragons, they won't eat anything that has scales.
-All of the other races are hostile, due to the child snatching tag on the Lizardfolk. In universe, this was intended to represent the fact that other races use the Lizardfolk as warriors, and the Dragonkin take Lizardfolk to use their magic upon the Lizardfolk to turn them into more Dragonkin.
-Lizardfolk do not build up walls. The most that they build in terms of defenses is the occasional barricade in the marshes. (Note: they are an aboveground race.)
Are the lizardfolk stronger than other races, to compensate for the (as I see it) openness and vulnerability that comes with being enemies with everyone and unable to build or dig enclosures?
On a side note, how many playable races do we have thus far, and where do they live? Just curious to see where they overlap map-wise.
900 is the default speed for all creatures, BTWI thought it was 2000 or something? Dont quote me on that though. Can you share the wiki page? I'm on a phone so it's a pain to go looking. Is it the creatire tokens page?
while playing I found a lizardfolk that apparently likes to consume statues and n/a?
while playing I found a lizardfolk that apparently likes to consume statues and n/a?
If anyone knows how to make the Statue creature not edible, feel free to modify that in. I lack the time, though I'm pretty sure it's just an easy material body detail plan swap.
I changed Halfling's eye template during my turn to fix that (there are no major arteries in the eye!), but I guess the insect one was copied from his and I forgot to change that one.
Also, while playing I found a lizardfolk that apparently likes to consume statues and n/a? I'm assuming these are related to some custom creatures, since I doubt that this strange young man consumes rocks and non-existent matter.
I'd also be interested in a play turn; I've been playing with the most recent raws from Zanzetkuken's turn, and I realized I might as well contribute :)
--
There does not appear to be any way to manufacture quivers. You can spawn with them in adventure mode (silk quiver) but aside from that they are nonexistent.
--
I'm also getting 'unrecognized inorganic token' spam in the errorlog:And I've just started getting these errors:Spoiler (click to show/hide)Spoiler (click to show/hide)
There's different claims. Even I'm not sure and I've used syndromes a ton. Research is needed...I, for one, love the idea of having C_Variations all up in the everywhere. I'm working on c_variation_infect, which causes the affected creature to have attacks that cause the victims to become permanently weaker, and causes them to instantly die if too many of the debuffs stack on them.
I'm not getting it to work though, because apparently, if you attempt to apply two different syndromes with CE_PHYS_ATT_CHANGE tags, the second one just doesn't do anything. It doesn't even overwrite the first one. Which is bollocks, because not only does it make vamps and maybe paladins immune to infect damage, but since there's no way to delete a syndrome from a creature, not even transformation, it doesn't appear to be possible to implement the way I intended, with progressive decreases to physical stats.
Anything is possible with interactions and syndromes if you use your imagination. Like, really, I'm not even kidding. They probably make a Turing complete language and you could build a dwarven syndrome computer.
For example to make a syndrome that you can also make end when you like:
Syndrome 1: Can do interaction 1, duration t+100; Target cannot have syndrome class: SYN_CLASS; Self only, free action
Interaction 1: Target cannot have syndrome class STOP_SYN_CLASS; Add syndrome [syndrome content] to target, duration t, syndrome class is SYN_CLASS; Add copy of syndrome 1 to target;
Simple loop. Now the creature will
1) Suffer from the syndrome for t phases, and be able to restart the syndrome for t+100 phases
2) During the 100 phases when the creature does not suffer from the syndrome but can restart it, go to 1, except
3) If it at that time is also infected with a syndrome of class STOP_SYN_CLASS, instead let the syndrome expire
That would work for your system. For example. Then you make various severities of the syndrome - they only need the one loop, you can have multiple syndrome "branches" and define conditions for when each one is applied.
In case that doesn't work and the timer doesn't get extended correctly (it's been a while), then:
Syndrome 0: Can do interaction 0, start:t+101, duration 100; Self only, free action
Interaction 0: [Add syndrome 1 to self]
Syndrome 1: Can do interaction 1, duration t+100; Target cannot have syndrome class: SYN_CLASS; Self only, free action
Interaction 1: Target cannot have syndrome class STOP_SYN_CLASS; Add syndrome [syndrome content] to target, duration t, syndrome class is SYN_CLASS; Add copy of syndrome 0 to target;
is sure to work, adding a step where you wait for the content and loop syndromes to clear before restarting the loop. It's obviously not optimized at all and a mess, but you get the idea.
We don't have anyone obligated to bugfix at this time, of course, since ZTG's bugfixing turn ended earlier. Not good.
Problems I noticed with this race:
- They didn't have clothing other than boots and would complain about no clothing
- They couldn't seem to make mechanisms but requested a well
- They had no metalworking skills and their forge didn't even seem to work
I think that I will make a new attempt at playing this but with halflings or formics.
I myself tried using the wood burning skill in an attempt at lizardfolk, but it wouldn't even let me order the job. It said that I needed the ore and fuel, but I had both of those things. Maybe I am just doing something wrong?
We don't have anyone obligated to bugfix at this time, of course, since ZTG's bugfixing turn ended earlier. Not good.
I will still bugfix. I just don't have the time to search for the things myself. School and a club I am in take up a fair portion of my day.Problems I noticed with this race:
- They didn't have clothing other than boots and would complain about no clothing
- They couldn't seem to make mechanisms but requested a well
- They had no metalworking skills and their forge didn't even seem to work
I tried using the wood burning skill in a different attempt at lizardfolk, but it wouldn't even let me order the job. It said I needed the ore and fuel but I had both of those things. Maybe I am just doing something wrong?
Also, [FUEL] appears multiple times in some reactions, which doesn't work, unfortunately. You could just add coal as another reagent.
[REACTION:LIZARDKIN_1_ZTG]
[NAME:make meteroic iron bars]
[BUILDING:LIZARDKIN_FORGE_ZTG:NONE]
[REAGENT:A:1:METAL_ORE:METEORIC_IRON_HLG]
[PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:METEORIC_IRON_HLG][PRODUCT_DIMENSION:150]
[FUEL]
[FUEL]
[SKILL:WOOD_BURNING]
[REACTION:LIZARDKIN_2_ZTG]
[NAME:make aeresium bars]
[BUILDING:LIZARDKIN_FORGE_ZTG:NONE]
[REAGENT:A:1:METAL_ORE:AERESIUMITE_LKR]
[PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:AERESIUM_LKR][PRODUCT_DIMENSION:150]
[FUEL]
[SKILL:WOOD_BURNING]
[REACTION:LIZARDKIN_3_ZTG]
[NAME:make lunanium bars]
[BUILDING:LIZARDKIN_FORGE_ZTG:NONE]
[REAGENT:A:1:METAL_ORE:LUNANIUMITE_LKR]
[PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:LUNANIUM_LKR][PRODUCT_DIMENSION:150]
[FUEL][FUEL]
[SKILL:WOOD_BURNING]
[METAL_ORE:AERESIUM_LKR:100]
....
[METAL_ORE:LUNANIUM_LKR:100]
So METAL_ORE works for both ores and stones that carry ores? I need to look into reaction creation more often.
So METAL_ORE works for both ores and stones that carry ores? I need to look into reaction creation more often.
When the METAL_ORE tag is added to a material, a smelting job is automatically created in the game for the hardcoded smelters, and when the job is used at the smelter, it transforms the material into the material that comes after METAL_ORE, at the percentage that is after the metal in the METAL_ORE tag.
That lizardfolk story was hilarious. Exiled by their halflings generals to live in the wild without clothes or working equipment... poor reptiles. I would put it on the first page but it might be confusing now that the bugs are fixed.
@ZTG:
I think he's asking whether there's a problem using
[REAGENT:A:1:METAL_ORE:AERESIUMITE_LKR]
instead of
[REAGENT:A:1:METAL_ORE:AERESIUM_LKR]
in the reaction
This game is incompatible with normal DF it crashes everytime I click create new world.
This game is incompatible with normal DF it crashes everytime I click create new world.Don't overwrite anything, just delete everything in raw/objects and then fill the folder with our stuff.
Hi again, demonic cherubim sound cool, just here to say lizardfolk can't open doors.
Hi again, demonic cherubim sound cool, just here to say lizardfolk can't open doors.
Hi again, demonic cherubim sound cool, just here to say lizardfolk can't open doors.But since we are on the subject, they are also missing a [CHILD] token and don't have any permitted tools in their entity. I don't believe the Formics have any tools either. I'm not sure if that's intentional.
Figured out my notification spam problem- it was because I had made a copy of my usual DF folder and installed the raws into that. My usual DF folder uses lazy newb pack, so dfhack and other things were still launching when I ran the modded game. Downloaded a fresh copy of DF from bay12, modded that, and it has worked without spam so far. So, fault on my end :-\
Except, they'll need nest boxes to reproduce if they lay eggs
Also, Lizardkin can't do anything with coal. Specifically, make coke.
Also, Lizardkin can't do anything with coal. Specifically, make coke.you tried to mine coal.. how many deaths?
Zero. I just brought some on embark...Also, Lizardkin can't do anything with coal. Specifically, make coke.you tried to mine coal.. how many deaths?
I feel like the game treats coke and charcoal identically. Unless you just mean "they don't have the reaction to smelt coal available to them" as opposed to "I brought pre-refined coal and they refuse to use it", which is an actual problem.Fortunately, the former, not the latter. Still, at least I didn't find that out after mining a vein of coal...
Hi there.
I've been occasionally skulking this thread, and I absolutely adore what you guys can come up with.
Because I'm too lazy to go through all those pages...
Do you have a set of raw files that contain JUST enough for the game not to crash due to lack of some crucial items (for some reason), but without anything truly new?
I just want to fiddle around with DF from scratch myself.
KTHXBAI
If someone is interested I have many idea and probably can't all of them
Tea is dried in the kitchen, and I only gave halflings the reaction to dry the leaves. That's because I just couldn't imagine ant/lizards sitting around a fireplace sipping fine teas. After that they should be brewed in the still in the normal fashion.
BTW, did my river squids and swamp nautilus make it into the release?I did not add them, I could throw it in though.
BTW, did my river squids and swamp nautilus make it into the release?I did not add them, I could throw it in though.
Also, I'm getting the feeling we are gonna have to skip til Putnam's turn.
One more thing, I suggest we throw masta a PM, since he/she is still active on the DF forums.
Tea is dried in the kitchen, and I only gave halflings the reaction to dry the leaves. That's because I just couldn't imagine ant/lizards sitting around a fireplace sipping fine teas. After that they should be brewed in the still in the normal fashion.I dont see that option, just the three meal ones. And I think the logs are still broke.
Are you playing as halflings? I only gave halflings the ability to dry the leaves. Also, if you downloaded them right after I uploaded, I did accidentally use a raw file without the reaction in it. I fixed that within the first 20 minutes of it being up though.I am halflings and I will try to redo the save as I may have caught it just after the upload, I dont know.
someone should do a wiki on this mod.I was, myself, considering undertaking such a bold task. I'll have to wait until I have some spare time, though.
I noticed that there were already "Wandering Spirits" in the mod, i had been making a creature similar that would be able to change into any number of creatures. Who is 'ztg'? And if you would allow me to modifying this creature in your raws to do the same?
I noticed that there were already "Wandering Spirits" in the mod, i had been making a creature similar that would be able to change into any number of creatures. Who is 'ztg'? And if you would allow me to modifying this creature in your raws to do the same?
Also downloaded the latest version, attacks on wandering spirits are still glancing away (sorry I should have checked if that was fixed or whatever was happening with it like 10 days ago):Spoiler (click to show/hide)
Edit:Also does it matter if wandering spirits can't see?:Spoiler (click to show/hide)
Oh, and thanks for the PM, Zan, I've been to busy to even read through this thread much, so I had no idea it was my turn.
I just updated the DFFD file to include the cherubs, so next modder make sure you get this version.The latest version does seem to include the cherub civilization and its related mods, but I was unable to find the actual creatures in the raws. I believe that you forgot to include them.
It would have been neat, but when I first found out that the material wasn't working, I just left it.K, sorry to have bugged you.
It doesn't really matter that they can't see. They aren't intended to be played as, only seen wandering.
Awww...
[USE_MATERIAL_TEMPLATE:MILK:MILK_TEMPLATE]
[STATE_NAME:ALL_SOLID:frozen cow's milk]
[STATE_ADJ:ALL_SOLID:frozen cow's milk]
[STATE_NAME:LIQUID:cow's milk]
[STATE_ADJ:LIQUID:cow's milk]
[STATE_NAME:GAS:boiling cow's milk]
[STATE_ADJ:GAS:boiling cow's milk]
[PREFIX:NONE]
[MILKABLE:LOCAL_CREATURE_MAT:MILK:20000]
[USE_MATERIAL_TEMPLATE:CHEESE:CREATURE_CHEESE_TEMPLATE]
[STATE_NAME:SOLID:cow cheese]
[STATE_ADJ:SOLID:cow cheese]
[STATE_NAME:SOLID_POWDER:cow cheese powder]
[STATE_ADJ:SOLID_POWDER:cow cheese powder]
[STATE_NAME:LIQUID:melted cow cheese]
[STATE_ADJ:LIQUID:melted cow cheese]
[STATE_NAME:GAS:boiling cow cheese]
[STATE_ADJ:GAS:boiling cow cheese]
[PREFIX:NONE]
Because milk is considered a food and not a drink, dwarves will not drink it, even if they are dying of thirst.
the curds would then be used in the hardcoded "make cheese" reaction
I guess it's also to do with how it's September and we're back to work in our non-virtual lives again, collectively.
I would say that this is one of the main hindrances for me. Taking a lot of honors classes this year.
I don't start Fall Term until the 26th, fortunately.
Your thread is one I visit almost daily to read what new bits have been added to this project.
I've begun work on a wiki to compile information on this mod. It's hardly anything as of now, but it will hopefully bring in new players, eventually.
Very interesting. I'm up to page 93.
I'm curious, what do civ Ethics look like?
I'm mostly interested in the Formics and Lizardfolk.
Scratch elves are like Vanilla elves I suspect.
Ethics wise I mean...
[ETHIC:KILL_ENTITY_MEMBER:PUNISH_EXILE]
[ETHIC:KILL_NEUTRAL:JUSTIFIED_IF_GOOD_REASON]
[ETHIC:KILL_ENEMY:REQUIRED]
[ETHIC:KILL_ANIMAL:JUSTIFIED_IF_GOOD_REASON]
[ETHIC:KILL_PLANT:JUSTIFIED_IF_GOOD_REASON]
[ETHIC:TORTURE_AS_EXAMPLE:ONLY_IF_SANCTIONED]
[ETHIC:TORTURE_FOR_INFORMATION:ONLY_IF_SANCTIONED]
[ETHIC:TORTURE_FOR_FUN:UNTHINKABLE]
[ETHIC:TORTURE_ANIMALS:UNTHINKABLE]
[ETHIC:TREASON:PUNISH_CAPITAL]
[ETHIC:OATH_BREAKING:PUNISH_EXILE]
[ETHIC:LYING:PUNISH_REPRIMAND]
[ETHIC:VANDALISM:PUNISH_EXILE]
[ETHIC:TRESPASSING:PUNISH_REPRIMAND]
[ETHIC:THEFT:PUNISH_SERIOUS]
[ETHIC:ASSAULT:PUNISH_CAPITAL]
[ETHIC:SLAVERY:UNTHINKABLE]
[ETHIC:EAT_SAPIENT_OTHER:PUNISH_CAPITAL]
[ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]
[ETHIC:MAKE_TROPHY_SAME_RACE:PUNISH_CAPITAL]
[ETHIC:MAKE_TROPHY_SAPIENT:PUNISH_SERIOUS]
[ETHIC:MAKE_TROPHY_ANIMAL:PUNISH_SERIOUS]
[ETHIC:ASSAULT:PUNISH_CAPITAL]
[ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]
[ETHIC:EAT_SAPIENT_OTHER:ACCEPTABLE]
[ETHIC:KILL_ANIMAL:ACCEPTABLE]
[ETHIC:KILL_ENEMY:ONLY_IF_SANCTIONED]
[ETHIC:KILL_ENTITY_MEMBER:ONLY_IF_SANCTIONED]
[ETHIC:KILL_NEUTRAL:PERSONAL_MATTER]
[ETHIC:KILL_PLANT:ACCEPTABLE]
[ETHIC:LYING:UNTHINKABLE]
[ETHIC:MAKE_TROPHY_ANIMAL:ACCEPTABLE]
[ETHIC:MAKE_TROPHY_SAME_RACE:UNTHINKABLE]
[ETHIC:MAKE_TROPHY_SAPIENT:PERSONAL_MATTER]
[ETHIC:OATH_BREAKING:UNTHINKABLE]
[ETHIC:SLAVERY:ACCEPTABLE]
[ETHIC:THEFT:PUNISH_SERIOUS]
[ETHIC:TORTURE_ANIMALS:MISGUIDED]
[ETHIC:TORTURE_AS_EXAMPLE:ACCEPTABLE]
[ETHIC:TORTURE_FOR_FUN:APPALLING]
[ETHIC:TORTURE_FOR_INFORMATION:ACCEPTABLE]
[ETHIC:TREASON:UNTHINKABLE]
[ETHIC:TRESPASSING:ACCEPTABLE]
[ETHIC:VANDALISM:PUNISH_REPRIMAND]
"Ethics? We have what, now?"
[ETHIC:ASSAULT:ACCEPTABLE]
[ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]
[ETHIC:EAT_SAPIENT_OTHER:ACCEPTABLE]
[ETHIC:KILL_ANIMAL:ACCEPTABLE]
[ETHIC:KILL_ENEMY:REQUIRED]
[ETHIC:KILL_ENTITY_MEMBER:ACCEPTABLE]
[ETHIC:KILL_NEUTRAL:ACCEPTABLE]
[ETHIC:KILL_PLANT:ACCEPTABLE]
[ETHIC:LYING:ACCEPTABLE]
[ETHIC:MAKE_TROPHY_ANIMAL:ACCEPTABLE]
[ETHIC:MAKE_TROPHY_SAME_RACE:ACCEPTABLE]
[ETHIC:MAKE_TROPHY_SAPIENT:REQUIRED]
[ETHIC:OATH_BREAKING:JUSTIFIED_IF_NO_REPERCUSSIONS]
[ETHIC:SLAVERY:ACCEPTABLE]
[ETHIC:THEFT:ACCEPTABLE]
[ETHIC:TORTURE_ANIMALS:ACCEPTABLE]
[ETHIC:TORTURE_AS_EXAMPLE:ACCEPTABLE]
[ETHIC:TORTURE_FOR_FUN:ACCEPTABLE]
[ETHIC:TORTURE_FOR_INFORMATION:ACCEPTABLE]
[ETHIC:TREASON:PERSONAL_MATTER]
[ETHIC:TRESPASSING:ACCEPTABLE]
[ETHIC:VANDALISM:ACCEPTABLE]
So...I guess Lizardfolk can't eat a sentient that's still alive?
Now I wonder...
Which race is more ethically bankrupt? Spider-Centaurs or Vanilla Goblins?
Hmm...don't those Ethics mean they can't scavenge? They have to kill it themselves?
Now I wonder...
Which race is more ethically bankrupt? Spider-Centaurs or Vanilla Goblins?
Spider Centaurs. At least Vanilla Goblins have PERSONAL_MATTER for everything, rather than ACCEPTABLE and REQUIRED.
So Here are the concept drawings of the different stuff I added, the nettles are kinda hard to see through the eraser marks, but its just a bush with some icicle-like spikes on it.Spoiler (click to show/hide)
Just imagine how much more dangerous the giant bugs will be...or the cuttlefish.
Spoiler (click to show/hide)
I'm reading another DFFS wiki by Zanzetkuken. Exciting :PAnother wiki! The Great Wiki Race is on!
I'm reading another DFFS wiki by Zanzetkuken. Exciting :PAnother wiki! The Great Wiki Race is on!
I guess I sparked a minor wiki war accidentally.
-snip-
While that's a good start, and no reason not to refine it, I'd like to have a look at Gnorm's wiki too that he's been working on, and then I think we should decide rationally which wiki to concentrate on, since both are now functional. Having two will not work.Oh, what the heck!
The comment about the war made me restore it.I hope that you realize that my comment was not intended to be belligerent.
Your thoughts?While I respect your opinion, I believe that the upside to wikia is that it provides a layout that most people are familiar with. The example you linked to would take a certain amount of navigation to get used to it; this might drive people away. Being that you're the leader of this thread, (at least, in my opinion) you should have the final say.
The comment about the war made me restore it.I hope that you realize that my comment was not intended to be belligerent.
After some thought and review of wiki farms, I'm not sure wikia is the best platform even though it's the most popular. The double bars of ads and even more ads embedded in the page are not too attractive.
For comparison, WikiSpaces has a more attractive layout and has no ads. However, creating the wiki requires phone verification from somebody in the USA (apparently) to avoid spam. So I was unable to do that.
Sample site from googling: http://bpushistory.wikispaces.com
Sample image:Spoiler (click to show/hide)
PBWorks on the other hand would provide a clear layout, is free without ads for nonprofit use and also provides access controls. The downside is guests can't edit:
http://dfscratch.pbworks.com
Your thoughts? Obviously I didn't put in content yet.
Of the previous ones, I prefer Gnorm's look (colors and links on front page) but that's just me. Zanz' upper right navigation bar is good though.
Going to wikispaces using the url: www.wikispaces.com shows that the site is intended for use by educational organizations. I don't think our wiki has a place there.
If you want Mediawiki (similar to Wikia) specifically rather than an alternative wiki type, then the options are more limited. Basically you're stuck with ads.
There's the alternative choice of shoutwiki: http://fishhooks.shoutwiki.com/wiki/Main_Page http://ufo-wiki.shoutwiki.com/ http://war.shoutwiki.com/wiki/Main_Page http://educacionsecualenjovenes.shoutwiki.com/ which I think looks pretty good, and that's about all I can think of where you don't have to apply for a wiki or have it have some greater purpose.
If you want Mediawiki (similar to Wikia) specifically rather than an alternative wiki type, then the options are more limited. Basically you're stuck with ads.
Honestly, the ads aren't in the way that much. Granted, that one on the first page is an annoyance, but besides that, they are only at the top and bottom of the page, fairly easily ignored.There's the alternative choice of shoutwiki: http://fishhooks.shoutwiki.com/wiki/Main_Page http://ufo-wiki.shoutwiki.com/ http://war.shoutwiki.com/wiki/Main_Page http://educacionsecualenjovenes.shoutwiki.com/ which I think looks pretty good, and that's about all I can think of where you don't have to apply for a wiki or have it have some greater purpose.
This seems to be a fairly good one. How are contributions handled?
Well, Cuttlers seemed interesting, so here's a fanart of two cuttlers squabbling over a dead water grub in a forest:Nice! When I created them, I was thinking "What if cuttlefish filled the role of raccoons?" But those look cool. The pumpkin looks fineSpoiler (click to show/hide)
The one standing protectively over the dead grub is raising its front tentacles in a threat display to warn the foreign cuttler off. Stalk-eyes were a bit of creative license on my part, as when I hear "small land squid" I immediately think "squibbon" from the cartoon The Future is Wild. The weird spherical plant in the back behind the foreign cuttler is actually a pumpkin. I'm fairly certain pumpkin stalks do not normally look like that, but plugging that into Google Images was too much effort, so yeah :P
[CREATURE:NAUTILUS_SWAMP_HUGOL]
[DESCRIPTION:A small, skittish cephalopod protected by a thick shell. They feed on small fish and crustaceans in wetlands and estuaries.]
[NAME:swamp nautilus:swamp nautili:swamp nautilus]
[CASTE_NAME:swamp nautilus:swamp nautili:swamp nautilus]
[GENERAL_CHILD_NAME:swamp nautilus larva:swamp nautilus larva]
[CREATURE_TILE:'n'][COLOR:4:0:1]
[PREFSTRING:shells]
[PREFSTRING:backwards motion]
[CREATURE_CLASS:ALL]
[CREATURE_CLASS:INVERTEBRATE][CREATURE_CLASS:CEPHALOPOD]
[BODY:CEPHALOPOD_MANTLE_SHELL:CEPHALOPOD_FACE:CEPHALOPOD_8ARMS:CEPHALOPOD_BRAINS]
[BODY_DETAIL_PLAN:CORE_MATERIALS_HLG]
[BODY_DETAIL_PLAN:CORE_TISSUES_HLG]
[BODY_DETAIL_PLAN:CEPHALOPOD_CHITIN_HUGOL]
[BODY_DETAIL_PLAN:CEPHALOPOD_SHELL_HUGOL]
[BODY_DETAIL_PLAN:CEPHALOPOD_LAYERS_HUGOL]
[BODY_DETAIL_PLAN:CEPHALOPOD_LAYERS_SHELL_HUGOL]
[BODY_DETAIL_PLAN:SOFT_EGG_MATS_HUGOL]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[APPLY_CREATURE_VARIATION:CEPHALOPOD_ARM_LENGTH]
[NOBONES]
[NATURAL]
[LARGE_ROAMING][ALL_ACTIVE][MEANDERER]
[BIOME:ANY_TROPICAL_WETLAND][BIOME:SWAMP_MANGROVE][BIOME:ANY_POOL]
[FREQUENCY:30]
[POPULATION_NUMBER:200:2000]
[CLUSTER_NUMBER:3:5]
[PET_EXOTIC][PETVALUE:50]
[AMPHIBIOUS]
[NATURAL_SKILL:WRESTLING:6]
[ATTACK:BITE:BODYPART:BY_CATEGORY:MOUTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:50]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[BODY_SIZE:0:0:300]
[BODY_SIZE:1:0:4000]
[BODY_SIZE:2:0:7000]
[CHILD:10] //Nautili are fairly long lived for cephalopods, and take a long time to mature.
[MAXAGE:20:30]
[HAS_NERVES][GETS_WOUND_INFECTIONS][GETS_INFECTIONS_FROM_ROT]
[SPEED:1300]
[SWIMS_INNATE][SWIM_SPEED:900]
[RETRACT_INTO_BP:BY_CATEGORY:TORSO:hide in <pro_pos> shell:hides in <pro_pos> shell:come out of <pro_pos> shell:comes out of <pro_pos> shell]
[CASTE:FEMALE]
[FEMALE]
[LAYS_EGGS]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGGSHELL:SOLID]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG:LIQUID]
[EGG_SIZE:10]
[CLUTCH_SIZE:25:40]
[CASTE:MALE]
[MALE]
[SELECT_CASTE:ALL]
[SELECT_TISSUE:MUSCLE]
[TL_VASCULAR:2]
Or from Zanzetkuken's wiki,Spoiler: "the Scratch" (click to show/hide)
Anyone else is free to make another shoutwiki. I don't think we'll have equally motivated people if I created it, I'm old news. :P
Formic ethics are based around what my view of what a hive of insects organized around a racial caste system would likely follow. Trespassing and theft aren't punished harshly if at all, since everything belongs to the Queen anyways (though stealing could be viewed as and punished as stealing from the Queen herself), while treason is utterly unthinkable. Oaths are similarly inviolable. Lying is unthinkable because of the aforementioned communal views on property ownership - information being property.
I added Zanzetkuken as a full administrator of the wiki, so I really hope that's you :D
This all sounds pretty good, but I'm a bit confused as to why killing enemies is only allowed when specifically sanctioned and killing neutral parties is a personal matter that can happen at any time. I'd like to know your thought process behind that, so as to better understand it myself.
I would think that attacking neutrals being treated as a personal matter could lead to making enemies, and a single member making a faction the enemy of an entire hive-based civilization would seem very punishable to me.
What does [EAT_SAPIENT_OTHER] affect anyway?
I just downloaded this.tarnish stalks
Anything in particular I should watch out for?
I have a balance questionIndestructible. It should balance out the wildlife.
For my incorporeal mental civ, should they be physically indestructible, or should they be gaseous and thus destroyable in physical combat?
Regarding the wiki, I must say that the design you have chosen seems to be based less on providing information about the game, as I had intended mine to be, and more on reporting bugs and modding idea, which is the purpose that this thread has been serving. Nevertheless, the selection of website and layout seem to be popular, I'll drop the discussion.
I added Zanzetkuken as a full administrator of the wiki, so I really hope that's you :D
It is me. Thank you for the promotion.
I just downloaded this.Don't fast travel if you can help it, spider-centaurs are fair enough but daemonic cherubim ambushes are a death sentence, if it is still at full speed and next to you with its friends not far behind it then you are dead already. Also, Panserblekks. That may just be my bad luck though.
Anything in particular I should watch out for?
Wiki projects (work in progress - please contribute):Whichever wiki gets the most contribution will be officially recommended later.
Wiki Admins http://dfscratch.shoutwiki.com/wiki/Main_Page Zanzetkuken, Gnorm http://df-from-scratch.wikia.com/wiki/DF_from_Scratch_Wiki Zanzetkuken http://dffd.wikia.com/wiki/DFFD_Wiki Gnorm
I just downloaded this.
Anything in particular I should watch out for?
Is it just me, or do Spider-Centaurs have a low tolerance for pain?
The Lumberyard won't work, it wants "apple tree plant logs", I already have apple wood logs for some reason. Golden Mamaphints are still are called "Goldan Mamaphints", I had the option of bringing coal gems on embark, and all cloth is called "cloth cloth".
Halflings don't have quivers, is that a bug?
And one last note about the grass...why is it moving? It looks terrible.
What about Panserblekks?Just to be wary of them, Lost every adventure that dared to fight one so far.
EDIT: Seriously, I didn't get the chance to test them much.
Halflings throw rocks at things that scare them. The A.I. is afraid of almost everything (not a bad Idea in this mod :P). Therefore Halflings attempt to stone all the wild life. I've had them snipe river squids from the bank before. They attack any thing that isn't live stock or a member of a friendly civ, its like they are aggressively pastoral, remaking the world into a facsimile of the English country side at all costs.
For some reason I imagine halflings as diplomatic, acquiescent, yet crafty and best-not-messed-with in good mood, while being paranoid, reclusive, and territorial as their mood decreases until they go mad and try to kill anyone who looks at them funny. At least that's how I would try to roleplay the slow descent of any halfling fort playtest I may do in the future.I kinda get the image of a simple folk with no walls (except for the rich who have their land walled up), small huts for families with fields outside that everyone tended to. A peaceful lot, they drink despite not being able to handle it in their local tavern during festivals, the kind that with no real ambition expect for the rare halfling that wanted more from his life than comfort and community. The kind of home that gets razed not far into the beginning of a heroes quest due to their lack of real defenses against the spider-centaur invaders. But that is just me projecting the peaceful race I wish to play sometimes that never felt right with dwarfs.
Why do Formics drink booze anyway?I figured it was an efficiency thing, if rivers freeze or they have nothing else, tarnish stalk booze is cheap and easy enough to make, that its worth puking for a season or two to sustain the colony/hive.
And can river squid survive on land? I'm curious now.raws say they are stuck in the river
Well, the mayor does have [MILITARY_GOALS], but that might be unintentional.
The dragon eggs repeat so much because ZTG's dragons have many different castes of both genders, and thus multiple egg definitions due to many female castes.
[CREATURE:PSIONIC_HUGOL]
[NAME:psionic:psionics:psionic]
[CREATURE_TILE:143][COLOR:0:0:1]
[PREFSTRING:eeriness]
[PREFSTRING:power]
[CREATURE_CLASS:INCORPOREAL][CREATURE_CLASS:PSIONIC]
[BODY:FLOATING_ROBE_HUGOL:TELEKINESIS_3_HUGOL]
[BODY_DETAIL_PLAN:PSI_PLAN_HUGOL]
[INTELLIGENT][CANOPENDOORS][CANNOT_UNDEAD]
[NATURAL_SKILL:THROW:6][NATURAL_SKILL:CONCENTRATION:8][NATURAL_SKILL:SITUATIONAL_AWARENESS:6]
[SWIMS_INNATE]
[NO_CONNECTIONS_FOR_MOVEMENT][EXTRAVISION]
[NO_THOUGHT_CENTER_FOR_MOVEMENT]
[NO_DIZZINESS]
[NO_EAT][NO_DRINK][NO_SLEEP]
[NO_FEVERS]
[NO_PHYS_ATT_GAIN][NO_PHYS_ATT_RUST]
[NOBONES][NOMEAT][NOSKIN][PARALYZEIMMUNE]
[NOBREATHE][NOEXERT][NONAUSEA][NOPAIN][NOSTUN][NOSTUCKINS]
[SUPERNATURAL][POWER][SPHERE:WISDOM]
[SPHERE:ORDER][SPHERE:SCHOLARSHIP][SPHERE:LONGEVITY]
[PROFESSION_NAME:WRESTLER:missionary][PROFESSION_NAME:MASTER_WRESTLER:missionary][PROFESSION_NAME:RECRUIT:missionary][PROFESSION_NAME:STANDARD:monk]
[BODY_SIZE:0:0:65000]
CAN_DO_INTERACTION:PSI_HOLD_HUGOL
CDI:ADV_NAME:Bind
CDI:USAGE_HINT:ATTACK
CDI:TARGET:A:LINE_OF_SIGHT
CDI:TARGET_RANGE:A:15
CDI:MAX_TARGET_NUMBER:A:1
CDI:VERB:will their motion to cease:wills motion to cease
CDI:TARGET_VERB:are held completely motionless:is held completely motionless
CDI:WAIT_PERIOD:100
[SELECT_MATERIAL:FABRIC]
[STATE_NAME_ADJ:ALL_SOLID:fabric]
[DISPLAY_COLOR:0:0:1]
[STATE_COLOR:ALL:BLACK]
[CASTE:NORMAL]
[CASTE_NAME:adherent of the mind:adherents:adherent]
[DESCRIPTION:A being of pure thought, its presence marked only by a robe. They are people who have exchanged their bodies for immense mental powers]
[POP_RATIO:100]
[CASTE:MASTER]
[CASTE_NAME:Gifted adherent:Gifted adherents:Gifted]
[DESCRIPTION:A being of pure thought, its presence marked only by a robe. They are people who have exchanged their bodies for immense mental powers. Some minds posess natural talent that makes them extremely potent.]
[POP_RATIO:1]
[FLIER]
// [SELECT_CASTE:NORMAL]
[CAN_DO_INTERACTION:PSI_BRAINATTACK_HUGOL]
[CDI:ADV_NAME:Brain stab]
[CDI:USAGE_HINT:ATTACK]
[CDI:TARGET:A:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:A:15]
[CDI:MAX_TARGET_NUMBER:A:1]
[CDI:CAN_BE_MUTUAL]
[CDI:VERB:overloads the organic mind:overloads the organic mind:overload each others' minds]
[CDI:TARGET_VERB:bleed from the mind:bleeds from the brain]
[CDI:WAIT_PERIOD:50]
[CAN_DO_INTERACTION:PSI_KO_HUGOL]
[CDI:ADV_NAME:Render unconscious]
[CDI:USAGE_HINT:ATTACK]
[CDI:TARGET:A:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:A:15]
[CDI:MAX_TARGET_NUMBER:A:1]
[CDI:CAN_BE_MUTUAL]
[CDI:VERB:jostle the mind:jostles the mind:jostle each others' minds]
[CDI:TARGET_VERB:fall unconscious:falls unconscious]
[CDI:WAIT_PERIOD:100]
// [SELECT_CASTE:MASTER]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Psychokinetic Storm]
[CDI:USAGE_HINT:ATTACK]
[CDI:MATERIAL:LOCAL_CREATURE_MAT:MIND:UNDIRECTED_DUST]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:VERB:unleash a wave of pure force:unleashes a wave of pure force:unleash waves of pure force]
[CDI:WAIT_PERIOD:500]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Psychokinetic Shove]
[CDI:USAGE_HINT:ATTACK]
[CDI:MATERIAL:LOCAL_CREATURE_MAT:MIND:TRAILING_DUST_FLOW]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:VERB:will all matter before you shoved aside:wills all matter in front shoved aside:unleash waves of pure force]
[CDI:WAIT_PERIOD:200]
[CAN_DO_INTERACTION:PSI_BRAINATTACK_HUGOL]
[CDI:ADV_NAME:Brain stab]
[CDI:USAGE_HINT:ATTACK]
[CDI:TARGET:A:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:A:15]
[CDI:MAX_TARGET_NUMBER:A:5]
[CDI:CAN_BE_MUTUAL]
[CDI:VERB:overloads the organic mind:overloads the organic mind:overload each others' minds]
[CDI:TARGET_VERB:bleed from the mind:bleeds from the brain]
[CDI:WAIT_PERIOD:50]
[CAN_DO_INTERACTION:PSI_KO_HUGOL]
[CDI:ADV_NAME:Render unconscious]
[CDI:USAGE_HINT:ATTACK]
[CDI:TARGET:A:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:A:15]
[CDI:MAX_TARGET_NUMBER:A:3]
[CDI:CAN_BE_MUTUAL]
[CDI:VERB:jostle the mind:jostles the mind:jostle each others' minds]
[CDI:TARGET_VERB:fall unconscious:falls unconscious]
[CDI:WAIT_PERIOD:100]
// [SELECT_CASTE:ALL]
[CAN_DO_INTERACTION:PSI_SLOW_HUGOL]
[CDI:ADV_NAME:Slow]
[CDI:USAGE_HINT:ATTACK]
[CDI:TARGET:A:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:A:15]
[CDI:MAX_TARGET_NUMBER:A:1]
[CDI:VERB:will against their motion:pushes against motion with will:lock wills, opposing each others' motions]
[CDI:TARGET_VERB:can barely move against the opposing force:can barely move against the opposing force]
[CDI:WAIT_PERIOD:100]
[CAN_DO_INTERACTION:PSI_FRENZY_HUGOL]
[CDI:ADV_NAME:Frenzy]
[CDI:USAGE_HINT:ATTACK]
[CDI:TARGET:A:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:A:8]
[CDI:MAX_TARGET_NUMBER:A:1]
[CDI:VERB:amplify rage:amplifies rage:amplify rage]
[CDI:TARGET_VERB:must kill everything:goes into a berserk frenzy]
[CDI:WAIT_PERIOD:900]
[ENTITY:MONASTIC_HUGOL]
[ADVENTURE_TIER:5]
[FRIENDLY_COLOR:0:7:0]
[CREATURE:PSIONIC_HUGOL]
[SCOUT][WANDERER]
[STONE_PREF]
[GEM_PREF]
[INVADERS_IGNORE_NEUTRALS]
[BABYSNATCHER]
[PERMITTED_REACTION:CAST_CRUDE_ANVIL_HLG] ## allows wood-using race to make the first anvil even in a world with no anvil-grade metals
[PERMITTED_REACTION:IRIDIUM_MAKING_STAGE1_LKR]
[PERMITTED_REACTION:IRIDIUM_MAKING_STAGE2_LKR]
[TOOL:ITEM_TOOL_WHEELBARROW]
[TOOL:ITEM_TOOL_HIVE]
[TOOL:ITEM_TOOL_HONEYCOMB]
[TOOL:ITEM_TOOL_NEST_BOX]
[TOOL:ITEM_TOOL_JUG]
[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:THOUGHT]
[CULL_SYMBOL:ALL:DOMESTIC]
[CULL_SYMBOL:ALL:SUBORDINATE]
[CULL_SYMBOL:ALL:EVIL]
[CULL_SYMBOL:ALL:NEGATIVE]
[CULL_SYMBOL:ALL:UGLY]
[CULL_SYMBOL:ALL:NEGATOR]
[OUTDOOR_WOOD]
[INDOOR_WOOD]
[USE_GOOD_PLANTS]
[USE_GOOD_WOOD]
[USE_EVIL_PLANTS]
[USE_EVIL_WOOD]
[OUTDOOR_FARMING]
[INDOOR_FARMING]
[COMMON_DOMESTIC_PACK]
[COMMON_DOMESTIC_MOUNT]
[COMMON_DOMESTIC_PET]
[DEFAULT_SITE_TYPE:CITY]
LIKES_SITE:FORTRESS
[LIKES_SITE:CITY]
[LIKES_SITE:CAVE]
[LIKES_SITE:CAVE_DETAILED]
[START_BIOME:ANY_LAND]
[BIOME_SUPPORT:ANY_LAND:12]
[ACTIVE_SEASON:SPRING]
[ACTIVE_SEASON:SUMMER]
[ACTIVE_SEASON:AUTUMN]
[ACTIVE_SEASON:WINTER]
[START_GROUP_NUMBER:20000]
[MAX_STARTING_CIV_NUMBER:10]
[MAX_POP_NUMBER:100000]
[MAX_SITE_POP_NUMBER:200]
[RELIGION:PANTHEON]
[SPHERE_ALIGNMENT:SCHOLARSHIP:512]
[RELIGION_SPHERE:SCHOLARSHIP]
[RELIGION_SPHERE:WISDOM]
[RELIGION_SPHERE:TRUTH]
[RELIGION_SPHERE:DISCIPLINE]
[RELIGION_SPHERE:DREAMS]
[PERMITTED_JOB:CLERK]
[PERMITTED_JOB:TRADER]
[PERMITTED_JOB:ARCHITECT]
[WORLD_CONSTRUCTION:ROAD]
[ETHIC:KILL_ENTITY_MEMBER:UNTHINKABLE]
[ETHIC:KILL_NEUTRAL:ONLY_IF_SANCTIONED]
[ETHIC:KILL_ENEMY:ONLY_IF_SANCTIONED]
[ETHIC:KILL_ANIMAL:ONLY_IF_SANCTIONED]
[ETHIC:KILL_PLANT:ONLY_IF_SANCTIONED]
[ETHIC:TORTURE_AS_EXAMPLE:UNTHINKABLE]
[ETHIC:TORTURE_FOR_INFORMATION:JUSTIFIED_IF_EXTREME_REASON]
[ETHIC:TORTURE_FOR_FUN:UNTHINKABLE]
[ETHIC:TORTURE_ANIMALS:UNTHINKABLE]
[ETHIC:TREASON:NOT_APPLICABLE]
[ETHIC:OATH_BREAKING:UNTHINKABLE]
[ETHIC:LYING:PERSONAL_MATTER]
[ETHIC:VANDALISM:PUNISH_SERIOUS]
[ETHIC:TRESPASSING:NOT_APPLICABLE]
[ETHIC:THEFT:PUNISH_SERIOUS]
[ETHIC:ASSAULT:UNTHINKABLE]
[ETHIC:SLAVERY:UNTHINKABLE]
[ETHIC:EAT_SAPIENT_OTHER:NOT_APPLICABLE]
[ETHIC:EAT_SAPIENT_KILL:NOT_APPLICABLE]
[ETHIC:MAKE_TROPHY_SAME_RACE:UNTHINKABLE]
[ETHIC:MAKE_TROPHY_SAPIENT:UNTHINKABLE]
[ETHIC:MAKE_TROPHY_ANIMAL:UNTHINKABLE]
[POSITION:ABBOT]
[NAME:Abbot:Abbots]
[SITE]
[NUMBER:1]
[RESPONSIBILITY:MEET_WORKERS]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[RESPONSIBILITY:MILITARY_GOALS]
[RESPONSIBILITY:MILITARY_STRATEGY]
[RESPONSIBILITY:RELIGION]
[RESPONSIBILITY:LAW_MAKING][RESPONSIBILITY:LAW_ENFORCEMENT]
[SQUAD:10:adept:adepts]
[ELECTED]
[PRECEDENCE:20]
[FLASHES]
[BRAG_ON_KILL]
[DO_NOT_CULL]
[KILL_QUEST]
[COLOR:5:0:0]
[INTERACTION:PSI_SLOW_HUGOL]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED]
[IT_MANUAL_INPUT:animate object]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_NAME:Slowed]
[CE_SPEED_CHANGE:SPEED_PERC:1:SPEED_ADD:50000:START:0:END:1000]
[CE_SKILL_ROLL_ADJUST:PERC:20:PERC_ON:100:START:0:END:1000]
[INTERACTION:PSI_BRAINATTACK_HUGOL]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_FORBIDDEN:NOTHOUGHT]
[IT_MANUAL_INPUT:living being]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_NAME:Cerebral hemorrhage]
[CE_BLEEDING:SEV:1000:PROB:100:BP:BY_CATEGORY:BRAIN:ALL:RESISTABLE:START:0:END:1000]
[CE_BLEEDING:SEV:10000:PROB:100:BP:BY_CATEGORY:TRUNK:ALL:RESISTABLE:START:0:END:1000]//I count treelords as living minds. Still doesn't phase them much.
[CE_NECROSIS:SEV:10000:PROB:1:BP:BY_CATEGORY:BRAIN:ALL:RESISTABLE:START:0]//Chance to be instantly lethal, but thankfully low
[CE_NECROSIS:SEV:10000:PROB:1:BP:BY_CATEGORY:TRUNK:ALL:RESISTABLE:START:0]
[CE_PAIN:SEV:1000:PROB:100:BP:BY_CATEGORY:ALL:ALL:RESISTABLE:START:0:END:200]
[CE_DIZZINESS:SEV:1000:PROB:50:RESISTABLE:START:0:END:300]
[CE_NAUSEA:SEV:1000:PROB:40:RESISTABLE:START:0:END:300]
[INTERACTION:PSI_HOLD_HUGOL]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED]
[IT_MANUAL_INPUT:animate object]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_NAME:Bound]
[CE_REMOVE_TAG:PARALYZEIMMUNE:START:0:END:100]
[CE_ADD_TAG:NOBREATHE:START:0:END:100]
[CE_PARALYSIS:SEV:10000:PROB:100:RESISTABLE:START:0:END:100]
[INTERACTION:PSI_KO_HUGOL]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_FORBIDDEN:NOTHOUGHT]
[IT_MANUAL_INPUT:conscious being]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_NAME:Mental blank]
[CE_REMOVE_TAG:NOSTUN:START:0:END:300]
[CE_UNCONSCIOUSNESS:SEV:1000:PROB:100:RESISTABLE:START:0:END:300]
[INTERACTION:PSI_FRENZY_HUGOL]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED]
[IT_MANUAL_INPUT:conscious being]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_NAME:Frenzied]
[CE_ADD_TAG:CRAZED:RESISTABLE:START:0:END:1000]
[INTERACTION:PSI_SECRET]
[I_SOURCE:SECRET]
[IS_NAME:the secrets of bending the world with will]
[IS_SPHERE:SCHOLARSHIP]
[IS_SECRET:SUPERNATURAL_LEARNING_POSSIBLE]
[IS_SECRET:MUNDANE_TEACHING_POSSIBLE]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_REQUIRES:CAN_LEARN]
[IT_REQUIRES:CAN_SPEAK]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Psionic]
[SYNDROME]
[SYN_NAME:Psionic]
[SYN_IMMUNE_CREATURE:PSIONIC_HUGOL:MASTER]
[CE_DISPLAY_NAME:NAME:convert:converts:convert:START:0]
[CE_BODY_TRANSFORMATION:START:0]
[CE:CREATURE:PSIONIC_HUGOL:NORMAL]
Ignore any errors about body parts not having tissue thickness, as they're not supposed to
But seriously, the dupes.
*** Error(s) found in the file "raw/objects/item_gnorm.txt"
THONG_GNORM:Unrecognized Item Token: LAYER_UNDER
*** Error(s) found in the file "raw/objects/b_detail_plan_gnorm.txt"
CORE_TISSUES_GNORM: ADD_TISSUE needs 2 tokens: FEATHER_TEMPLATE_HLG:
*** Error(s) finalizing the creature DAEMONIC_CHERUB
DAEMONIC_CHERUB:MALE:right wing, layer 4: Tissue FEATHER was not found, using first tissue instead
DAEMONIC_CHERUB:MALE:left wing, layer 4: Tissue FEATHER was not found, using first tissue instead
DAEMONIC_CHERUB:FEMALE:right wing, layer 4: Tissue FEATHER was not found, using first tissue instead
DAEMONIC_CHERUB:FEMALE:left wing, layer 4: Tissue FEATHER was not found, using first tissue instead
Cannot generate random creatures -- missing body gloss RCP_GLOSS_PAW
Duplicate Object: tissue_template NERVE_TISSUE_TEMPLATE_HLG
Duplicate Object: tissue_template TOOTH_TEMPLATE_HLG
Great! Except there is no fourth layer or any Drunians.the 4th layer is the magma sea, I don't think you can put plants there though
If you break into the magma sea all the plant will be released and start to populate your caverns
Hey Halfling, you still working on those Zerg-like creatures?
Well, they are intended for ranged combat, like halflings. Keep in mind they're not humans+giant spiders, they're halflings plus giant spiders, minus the intelligence needed to weaponize pebbles and plus a vicious streak that would make a goblin cringe.'
Additionally, formic soldiers are purpose-bred killing machines that (I think) outmass spider-centaurs, are covered in natural armor, can enter martial trances, and in general are designed for the express purpose of messing other things up. Against a halfling, a spider-centaur - particularly a Brute - is dangerous; against a Formic soldier, a spider-centaur brute would have difficulty. It's like putting a Sherman Tank up against a Greek Phalanx, matching a soldier against a spiderling.
So, short answer: nope, not ridiculous at all :D They're pretty balanced from what I've seen in my trials - six soldiers versus a reaver ant swarm ended with a reaver victory, and trying to gnaw the face off a bandit moth is highly inadvisable at best. Spiderlings are squishy softskins over half their body, so some lack of durability is to be expected.
Hey Halfling, you still working on those Zerg-like creatures?
[BODY_SIZE:40000]
Appellations of the Divine
The Sobriquets of Creation
The Instruments of Actuality
Denotations of Comportment
Symbols of Mien
[INTERACTION:SECRET_METAPHYSICAL_PUTNAM]
Sounds like a mashup of the Platonic Ideals and the Tao becoming yin/yang which in turn becomes the five major elements (and twenty minor ones)
Likely swamps, since that's where the last modding turn was focused.
[...]I, personally, assumed that the shades were not the remaining minions of Armok, but rather the essence of them.
Although I feel like that role is filled by the Shades already...
-snip-I like this, I like this a lot.
-snip-I like this, I like this a lot.
I third this-snip-I like this, I like this a lot.
I quite like this one too.
Fourthded.I third this-snip-I like this, I like this a lot.
I quite like this one too.
Fifthed.Fourthded.I third this-snip-I like this, I like this a lot.
I quite like this one too.
Fifthed.Fourthded.I third this-snip-I like this, I like this a lot.
I quite like this one too.
While I do like this as well, I feel that it is too silly to be the "official" lore of the worlds.Fifthed.Fourthded.I third this-snip-I like this, I like this a lot.
I quite like this one too.
Further support that what Leibowitz said is the lore.
-Quote Pyramid-I'm fine with Armok being a mere interloper, though. If not this, then at least keep that aspect.
While I do like this as well, I feel that it is too silly to be the "official" lore of the worlds.
@Halfling: As cool as the trolls are, the Treelords are fearsome enough guardians. When one shows up, they are nigh indestructible and raise their elven minions ad infinitum. The reason tree-cap diplomacy isn't a threat currently is because the game doesn't use it unless you fix it with DFhack. Still, we could use an underground civ...
I'm not going to vote - just pointing out that if you like, you can also think that both are true in a way. One is the gods' perspective ("I've known Apollon since god middle school when he got into trouble for shoplifting ambrosia. The mortals think he's great but god he's such a self-indulgent mooch"), the other is the way they present themselves to the universe/mortal theologians view them.
While I do like this as well, I feel that it is too silly to be the "official" lore of the worlds.Fifthed.Fourthded.I third this-snip-I like this, I like this a lot.
I quite like this one too.
Further support that what Leibowitz said is the lore.
Regarding the trolls, I wasn't too interested in the idea at first due to assuming treelords already did that, but having read the whole post, I'm somewhat intrigued. The idea of them having a primitive language appeals to me. Whether we keep their tree limit function or not, I certainly think they should be included in some way or form.
@Gnorm: Halfling mayors have [RESPONSIBILITY:RECEIVE_DIPLOMATS] for this purpose.They need [RESPONSIBILITY:LAW_MAKING] to receive the tree-loving diplomats and those which just visit to compliment your base.
@Gnorm: Halfling mayors have [RESPONSIBILITY:RECEIVE_DIPLOMATS] for this purpose.They need [RESPONSIBILITY:LAW_MAKING] to receive the tree-loving diplomats and those which just visit to compliment your base.
P.S. My wiki finally got its name changed, so the front page link shall have to be updated.
reaction_HugoL
[OBJECT:REACTION]
[REACTION:PSIWEAVE_HUGOL]
[NAME:make psiweave]
[BUILDING:CRAFTSMAN:CUSTOM_W]
[PRODUCT:100:120:CLOTH:NONE:CREATURE_MAT:PSIONIC_HUGOL:FABRIC]
[SKILL:CONCENTRATION]
OH GOD IT JUST GRABBED AND RIPPED AWAY MY ARM
@Halfling
The AI never uses throwing weapons, unfortunately. You'd have to make them ammunition for a ranged weapon.
Question, If I make a solid material that has a contact syndrome and have my Halflings make clothes from it will they get the contact syndrome when they where the clothes?Contact syndromes are only spread through contaminants right now.
So...many...troll jokes...in that speech file...what have you wrought, Halfling? :'(
creature_hell_STL.txt::
[CASTE:DWARF_SHADOW]
[CASTE_NAME:dwarven shadow:dwarven shadows:dwarven shadow]
[BODY:HUMANOID_OUTLINE_STL]
[BODY_DETAIL_PLAN:SHADOW_STL]
[APPLY_CREATURE_VARIATION:PUNCH_HLG]
[APPLY_CREATURE_VARIATION:KICK_HLG]
[APPLY_CREATURE_VARIATION:ROUNDHOUSE_KICK_HLG]
[APPLY_CREATURE_VARIATION:SHADOW_CLAW_INFECT_STL]
[BODY_SIZE:60000]
[EQUIPS]
[BUILDINGDESTROYER:2]
Question, If I make a solid material that has a contact syndrome and have my Halflings make clothes from it will they get the contact syndrome when they where the clothes?Halfling, what do you think about this? I got differing answers from different people.
I meant about the "wind of the hunt" sort of thing. Seems a bit Native brave/sportsman-like.
Actually, it would be cool if they were a little like LOTR trolls, because those weren't unintelligent. Ever read The Hobbit? They care somewhat about what they eat (in the discerning sense, not the sympathetic sense).
Question, If I make a solid material that has a contact syndrome and have my Halflings make clothes from it will they get the contact syndrome when they where the clothes?Halfling, what do you think about this? I got differing answers from different people.
i'm sorry for asking this question but i check on this thread every once in a while and it's hard check everything in a 136 pg article.
to my understanding, treelords can spawn minions. what frequency do they have? i feel like with minion spawning, they should have similiar properties to necromancers of lore or be semi-megabeasts.
Well, I discovered a few things. One, you should avoid drinking lizardfolk blood. Turns out that will permanently paralyze you.
(http://s11.postimg.org/kvgjx7bv7/boss.png)
Well, I discovered a few things. One, you should avoid drinking lizardfolk blood. Turns out that will permanently paralyze you.
(http://s11.postimg.org/kvgjx7bv7/boss.png)
:D
That's not a cheap, useful animal. That's a cheap horrible animal.I'm sorry, what mod have you been playing :P
[USE_MATERIAL_TEMPLATE:POISONBLOOD:BLOOD_TEMPLATE_HLG]
[STATE_NAME:ALL_SOLID:frozen lizardfolk blood]
[STATE_ADJ:ALL_SOLID:frozen lizardfolk blood]
[STATE_NAME:LIQUID:lizardfolk blood]
[STATE_ADJ:LIQUID:lizardfolk blood]
[STATE_NAME:GAS:boiling lizardfolk blood]
[STATE_ADJ:GAS:boiling lizardfolk blood]
[SYNDROME]
[SYN_NAME:lizardfolk blood poisoning]
[SYN_AFFECTED_CLASS:ALL]
[SYN_IMMUNE_CLASS:REPTILE]
[SYN_CONTACT]
[SYN_INGESTED]
[CE_PARALYSIS:SEV:100:PROB:50:RESISTABLE:SIZE_DILUTES:START:36000]
[CE_BLISTERS:SEV:100:PROB:75:RESISTABLE:SIZE_DILUTES:START:34800]
[CE_NAUSEA:SEV:100:PROB:100:RESISTABLE:SIZE_DILUTES:START:33600:PEAK:34800:END:36000]
[CE_VOMIT_BLOOD:SEV:100:PROB:50:RESISTABLE:SIZE_DILUTES:START:36000]
[CE_NECROSIS:SEV:100:PROB:25:RESISTABLE:SIZE_DILUTES:START:36000]
[BLOOD:LOCAL_CREATURE_MAT:POISONBLOOD:LIQUID]
That squid was vicious...my novice swimmer Halfling bled to death before he could drown.
That squid was vicious...my novice swimmer Halfling bled to death before he could drown.Try not to enter the water next to one, they should flee halfling-sized creatures. Any animal will attack if you're next to it, though.
I think removing the contact part might be bestYes. Contact poison blood in an entire civilization is way too much.
BTW, I propose 2 new creature classes for us to use:
[CREATURE_CLASS:SPIRIT]
and
[CREATURE_CLASS:SPIRIT_CORPOREAL]
So we can have certain mystical beings and things that effect only them. Our setting will likely feature both intangible ghost-like spirits and ones with solid or even fleshy physical forms.
My avenger Halfling Oath Rumpshard is ready with cudgel in hand.
Does praying to the dark gods for vampirism not always work?
Or restarting your adventure until it works. A bit tedious, mind you.
I'll get to work reclassifying things right away. Of course, I might need people to state intentions for their poisons.
You don't need to transform creatures to give them classes. [SYN_CLASS] gives the creature a class as long as the syndrome lasts, and zombies can receive a syndrome when they animate.
That's not a cheap, useful animal. That's a cheap horrible animal.
Halflings don't get waterskins because they currently don't use animal leather for equipment by default. I suppose they could do with [USE_ANIMAL_PRODUCTS] in their entity because they're not vegetarians by default after all.
Hugo, if you're poking around in there and making a temporary package with bugfixes, would you mind...? :P
Their respiratory sacks bleed a lot by the way. Is that intended?
Hitting the digestive tract also makes them bleed out.Internal organs often have major arteries in this mod. Are you hitting and tearing those?
-Should Treelords be counted as spirits, and/or among the ORGANIC? Should they be given a [PLANT] class?I think they ought to be organic and [PLANT] but that's just my opinion
-By HUMANOID being a structural thing, I mean literally structural. As in golems, machines, and other such things would have it. Is that what you mean too? Or do you mean just use it for any organic, human-shaped things? In other words, ABSOLUTELY structural, or just for fleshy humanoid things?I vote they only apply to fleshy things. that way a disease that affects all humanoids doesn't affect the robot people or the mud men
-Ditto for [QUADRUPED]
*** Error(s) finalizing the creature DAEMONIC_CHERUB
DAEMONIC_CHERUB:MALE:upper body, layer 1: Tissue SKIN was not found, using first tissue instead
DAEMONIC_CHERUB:MALE:lower body, layer 1: Tissue SKIN was not found, using first tissue instead
DAEMONIC_CHERUB:MALE:head, layer 3: Tissue SKIN was not found, using first tissue instead
DAEMONIC_CHERUB:MALE:right upper arm, layer 1: Tissue SKIN was not found, using first tissue instead
DAEMONIC_CHERUB:MALE:left upper arm, layer 1: Tissue SKIN was not found, using first tissue instead
DAEMONIC_CHERUB:MALE:right lower arm, layer 1: Tissue SKIN was not found, using first tissue instead
DAEMONIC_CHERUB:MALE:left lower arm, layer 1: Tissue SKIN was not found, using first tissue instead
DAEMONIC_CHERUB:MALE:right hand, layer 1: Tissue SKIN was not found, using first tissue instead
DAEMONIC_CHERUB:MALE:left hand, layer 1: Tissue SKIN was not found, using first tissue instead
DAEMONIC_CHERUB:MALE:right wing, layer 1: Tissue SKIN was not found, using first tissue instead
DAEMONIC_CHERUB:MALE:right wing, layer 5: Tissue SKIN was not found, using first tissue instead
DAEMONIC_CHERUB:MALE:left wing, layer 1: Tissue SKIN was not found, using first tissue instead
DAEMONIC_CHERUB:MALE:left wing, layer 5: Tissue SKIN was not found, using first tissue instead
DAEMONIC_CHERUB:MALE:right upper leg, layer 1: Tissue SKIN was not found, using first tissue instead
DAEMONIC_CHERUB:MALE:left upper leg, layer 1: Tissue SKIN was not found, using first tissue instead
DAEMONIC_CHERUB:MALE:right lower leg, layer 1: Tissue SKIN was not found, using first tissue instead
DAEMONIC_CHERUB:MALE:left lower leg, layer 1: Tissue SKIN was not found, using first tissue instead
DAEMONIC_CHERUB:MALE:right foot, layer 1: Tissue SKIN was not found, using first tissue instead
DAEMONIC_CHERUB:MALE:left foot, layer 1: Tissue SKIN was not found, using first tissue instead
DAEMONIC_CHERUB:MALE:face, layer 1: Tissue SKIN was not found, using first tissue instead
DAEMONIC_CHERUB:FEMALE:upper body, layer 1: Tissue SKIN was not found, using first tissue instead
DAEMONIC_CHERUB:FEMALE:lower body, layer 1: Tissue SKIN was not found, using first tissue instead
DAEMONIC_CHERUB:FEMALE:head, layer 3: Tissue SKIN was not found, using first tissue instead
DAEMONIC_CHERUB:FEMALE:right upper arm, layer 1: Tissue SKIN was not found, using first tissue instead
DAEMONIC_CHERUB:FEMALE:left upper arm, layer 1: Tissue SKIN was not found, using first tissue instead
DAEMONIC_CHERUB:FEMALE:right lower arm, layer 1: Tissue SKIN was not found, using first tissue instead
DAEMONIC_CHERUB:FEMALE:left lower arm, layer 1: Tissue SKIN was not found, using first tissue instead
DAEMONIC_CHERUB:FEMALE:right hand, layer 1: Tissue SKIN was not found, using first tissue instead
DAEMONIC_CHERUB:FEMALE:left hand, layer 1: Tissue SKIN was not found, using first tissue instead
DAEMONIC_CHERUB:FEMALE:right wing, layer 1: Tissue SKIN was not found, using first tissue instead
DAEMONIC_CHERUB:FEMALE:right wing, layer 5: Tissue SKIN was not found, using first tissue instead
DAEMONIC_CHERUB:FEMALE:left wing, layer 1: Tissue SKIN was not found, using first tissue instead
DAEMONIC_CHERUB:FEMALE:left wing, layer 5: Tissue SKIN was not found, using first tissue instead
DAEMONIC_CHERUB:FEMALE:right upper leg, layer 1: Tissue SKIN was not found, using first tissue instead
DAEMONIC_CHERUB:FEMALE:left upper leg, layer 1: Tissue SKIN was not found, using first tissue instead
DAEMONIC_CHERUB:FEMALE:right lower leg, layer 1: Tissue SKIN was not found, using first tissue instead
DAEMONIC_CHERUB:FEMALE:left lower leg, layer 1: Tissue SKIN was not found, using first tissue instead
DAEMONIC_CHERUB:FEMALE:right foot, layer 1: Tissue SKIN was not found, using first tissue instead
DAEMONIC_CHERUB:FEMALE:left foot, layer 1: Tissue SKIN was not found, using first tissue instead
DAEMONIC_CHERUB:FEMALE:face, layer 1: Tissue SKIN was not found, using first tissue instead
DAEMONIC_CHERUB:FEMALE:chest, layer 1: Tissue SKIN was not found, using first tissue instead
Cannot generate random creatures -- missing body gloss RCP_GLOSS_PAW
creature_angels_gnorm
[OBJECT:CREATURE]
[CREATURE:DAEMONIC_CHERUB]
[NAME:daemonic cherub:daemonic cherubim:daemonic cherub]
[CASTE_NAME:daemonic cherub:daemonic cherubim:daemonic cherub]
[DESCRIPTION:A servant of the Blood God; its kind is send to collect live offerings for their master.
[CREATURE_TILE:1][COLOR:49:0:98]
[GLOWTILE:1][GLOWCOLOR:75:0:130]
[POPULATION_NUMBER:2500:5000]
[CREATURE_CLASS:ALL][CREATURE_CLASS:SPIRIT][CREATURE_CLASS:SPIRIT_CORPOREAL][CREATURE_CLASS:ANGEL][CREATURE_CLASS:HUMANOID]
[INTELLIGENT]
[HAS_NERVES]
[OPPOSED_TO_LIFE][FANCIFUL][FLIER][CRAZED]
[NO_FEVERS][NO_SLEEP][NO_DIZZINESS][NO_EAT][NO_DRINK][NOSTUN]
[NOPAIN][NOEXERT][NOBREATHE][CAN_SPEAK][CANOPENDOORS][NOSTUCKINS][PARALYZEIMMUNE]
[FREQUENCY:50][UBIQUITOUS]
[BIOME:ANY_LAND][UNDERGROUND_DEPTH:0:3]
[ALL_ACTIVE]
[HOMEOTHERM:10067]
[CLUSTER_NUMBER:1:3]
[EQUIPS]
[BODY_SIZE:0:0:1000]
[BODY_SIZE:1:0:40000]
[BODY_SIZE:2:0:70000]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[BODY:CHERUB_DAEMONIAC]
[BODY_DETAIL_PLAN:CORE_MATERIALS_GNORM]
[BODY_DETAIL_PLAN:CORE_TISSUES_GNORM]
[BODY_DETAIL_PLAN:CORE_LAYERS_GNORM]
[BODY_DETAIL_PLAN:LIMBS_LAYERS_GNORM]
[APPLY_CREATURE_VARIATION:PUNCH_HLG]
[APPLY_CREATURE_VARIATION:ROUNDHOUSE_KICK_HLG]
[BODY_DETAIL_PLAN:HAIR_HLG]
[BODY_DETAIL_PLAN:HAIR_ON_HEAD_HLG]
[TENDONS:LOCAL_CREATURE_MAT:TENDON:400]
[LIGAMENTS:LOCAL_CREATURE_MAT:TENDON:400]
[GENERAL_BABY_NAME:daemonic cherub spawn:daemonic cherubim spawn]
[GENERAL_CHILD_NAME:daemonic cherub spawn:daemonic cherubim spawn]
[BABY:1]
[CHILD:2]
[LITTERSIZE:1:5]
[CASTE:MALE][MALE]
[CASTE:FEMALE][FEMALE]
[BODY:CHEST]
[BODY_DETAIL_PLAN:CHEST_LAYERS_GNORM]
b_detail_plan_gnorm
[OBJECT:BODY_DETAIL_PLAN]
[BODY_DETAIL_PLAN:CORE_MATERIALS_GNORM]
[ADD_MATERIAL:SKIN:SKIN_TEMPLATE_GNORM]
[ADD_MATERIAL:MUSCLE:MUSCLE_TEMPLATE_GNORM]
[ADD_MATERIAL:BONE:BONE_TEMPLATE_GNORM]
[ADD_MATERIAL:FAT:FAT_TEMPLATE_GNORM]
[ADD_MATERIAL:CARTILAGE:CARTILAGE_TEMPLATE_GNORM]
[ADD_MATERIAL:NERVE_TISSUE:NERVE_TISSUE_TEMPLATE_GNORM]
[ADD_MATERIAL:ORGAN_TISSUE:ORGAN_TISSUE_TEMPLATE_GNORM]
[ADD_MATERIAL:FEATHER:FEATHER_TEMPLATE_GNORM]
[BODY_DETAIL_PLAN:CORE_TISSUES_GNORM]
[ADD_TISSUE:SKIN:SKIN_TEMPLATE_GNORM]
[ADD_TISSUE:MUSCLE:MUSCLE_TEMPLATE_GNORM]
[ADD_TISSUE:BONE:BONE_TEMPLATE_GNORM]
[ADD_TISSUE:FAT:FAT_TEMPLATE_GNORM]
[ADD_TISSUE:CARTILAGE:CARTILAGE_TEMPLATE_GNORM]
[ADD_TISSUE:NERVE_TISSUE:NERVE_TISSUE_TEMPLATE_GNORM]
[ADD_TISSUE:ORGAN_TISSUE:ORGAN_TISSUE_TEMPLATE_GNORM]
[ADD_TISSUE:KERATIN:KERATIN_TEMPLATE_GNORM]
[ADD_TISSUE:FEATHER:FEATHER_TEMPLATE_HLG]
[BODY_DETAIL_PLAN:CORE_LAYERS_GNORM]
[BP_LAYERS:BY_CATEGORY:BODY_UPPER:MUSCLE:100:FAT:10:SKIN:1]
[BP_LAYERS:BY_CATEGORY:BODY_LOWER:MUSCLE:100:FAT:10:SKIN:1]
[BP_LAYERS:BY_CATEGORY:HEAD:MUSCLE:30:FAT:10:SKIN:1]
[BP_LAYERS:BY_CATEGORY:BRAIN:NERVE_TISSUE:100]
[BP_LAYERS:BY_CATEGORY:FACE:MUSCLE:10:FAT:10:SKIN:1]
[BP_LAYERS:BY_CATEGORY:NOSE:CARTILAGE:10:MUSCLE:5:FAT:1:SKIN:1]
[BP_LAYERS:BY_CATEGORY:WING:BONE:20:MUSCLE:10:SKIN:1]
[BP_LAYERS:BY_CATEGORY:HEAD:HAIR:5:TOP]
[BP_LAYERS:BY_CATEGORY:WING:FEATHER:5:TOP]
[BP_LAYERS:BY_CATEGORY:WING:BONE:20:MUSCLE:10:SKIN:1]
[BODY_DETAIL_PLAN:LIMBS_LAYERS_GNORM]
[BP_LAYERS:BY_CATEGORY:ARM_UPPER:BONE:20:MUSCLE:5:FAT:1:SKIN:1]
[BP_LAYERS:BY_CATEGORY:ARM_LOWER:BONE:20:MUSCLE:5:FAT:1:SKIN:1]
[BP_LAYERS:BY_CATEGORY:HAND:BONE:20:MUSCLE:5:FAT:1:SKIN:1]
[BP_LAYERS:BY_CATEGORY:LEG_UPPER:BONE:20:MUSCLE:5:FAT:1:SKIN:1]
[BP_LAYERS:BY_CATEGORY:LEG_LOWER:BONE:20:MUSCLE:5:FAT:1:SKIN:1]
[BP_LAYERS:BY_CATEGORY:FOOT:BONE:20:MUSCLE:5:FAT:1:SKIN:1]
[BODY_DETAIL_PLAN:CHEST_LAYERS_GNORM]
[BP_LAYERS:BY_CATEGORY:CHEST:MUSCLE:10:FAT:30:SKIN:1]
[BODY_DETAIL_PLAN:CORE_LAYERS_GNORM]
[BP_LAYERS:BY_CATEGORY:BODY_UPPER:MUSCLE:100:FAT:10:SKIN:1]
body_gnorm
[OBJECT:BODY]
[BODY:CHERUB_DAEMONIAC]
[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][HEAR][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:RWING:right wing:STP][CON:UB][LIMB][RIGHT][FLIER][CATEGORY:WING]
[DEFAULT_RELSIZE:500]
[BP:LWING:left wing:STP][CON:UB][LIMB][LEFT][FLIER][CATEGORY:WING]
[DEFAULT_RELSIZE:500]
[BP:RUL:right upper leg:STP][CON:LB][LIMB][RIGHT][CATEGORY:LEG_UPPER]
[DEFAULT_RELSIZE:500]
[BP:LUL:left upper leg:STP][CON:LB][LIMB][LEFT][CATEGORY:LEG_UPPER]
[DEFAULT_RELSIZE:500]
[BP:RLL:right lower leg:STP][CON:RUL][LIMB][RIGHT][CATEGORY:LEG_LOWER]
[DEFAULT_RELSIZE:400]
[BP:LLL:left lower leg:STP][CON:LUL][LIMB][LEFT][CATEGORY:LEG_LOWER]
[DEFAULT_RELSIZE:400]
[BP:RF:right foot:right feet][CON:RLL][STANCE][RIGHT][CATEGORY:FOOT]
[DEFAULT_RELSIZE:120]
[BP:LF:left foot:left feet][CON:LLL][STANCE][LEFT][CATEGORY:FOOT]
[DEFAULT_RELSIZE:120]
[BP:NO:nose:STP][CON:FE][BREATHE][SMELL][CATEGORY:NOSE]
[DEFAULT_RELSIZE:20]
[BP:FE:face:STP][CON:HD][SIGHT][CATEGORY:FACE]
[DEFAULT_RELSIZE:150]
[BP:BN:brain:STP][CON:HD][NERVOUS][THOUGHT][INTERNAL][SMALL][CATEGORY:BRAIN]
[DEFAULT_RELSIZE:200]
[BODY:CHEST]
[BP:CS:chest:STP][CON:UB][CATEGORY:CHEST]
[DEFAULT_RELSIZE:160]
tissue_template_gnorm
[OBJECT:TISSUE_TEMPLATE]
[TEMPLATE_TEMPLATE:SKIN_TEMPLATE_GNORM]
[TISSUE_NAME:skin:STP]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:SKIN]
[RELATIVE_THICKNESS:1]
[HEALING_RATE:75]
[PAIN_RECEPTORS:2]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
Putnam, may he add stuff?
material_template_organic_gnorm
[OBJECT:MATERIAL_TEMPLATE]
[MATERIAL_TEMPLATE:SKIN_TEMPLATE_GNORM]
[STATE_COLOR:ALL_SOLID:WHITE]
[MATERIAL_VALUE:1][STATE_NAME:ALL_SOLID:skin]
[STATE_COLOR:LIQUID:RED]
[STATE_NAME:LIQUID:fluid skin]
[STATE_ADJ:LIQUID:fluid skin]
[STATE_COLOR:GAS:RED]
[STATE_NAME:GAS:skin smoke]
[STATE_ADJ:GAS:skin smoke]
[DISPLAY_COLOR:255:255:255]
[SPEC_HEAT:1000]
[IGNITE_POINT:15000]
[MELTING_POINT:20000]
[BOILING_POINT:20000]
[HEATDAM_POINT:13000]
[COLDDAM_POINT:9950]
[SOLID_DENSITY:1500]
[LIQUID_DENSITY:1000]
[IMPACT_STRAIN_AT_YIELD:40000]
[IMPACT_YIELD:10000]
[IMPACT_FRACTURE:10000]
[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]
[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]
In the same world the god of laws and oaths is also the god of lies and trickery.
Also was amused by the god "Belokh the Black White of Bright". What an interesting and odd combination of words.
@Hugo, I'd go with corporeal. Incorporeal things tend to have some difficulty mauling others properly, what with the incorporeality and all.
AGH. I'm having ridiculous modder's block. I can't think of anything cool/fun to add...
I want to make dwarves now... But nearly purely underground ones.
Of course, I need to learn things first. Ah well.
Like, most people don't go around calling seals pinnipeds.I do sometimes :P
Cave dwarves. No eyes. and no skin color. Also they burn in light. Get underground ASAP.Their is light in the caverns from the moss. I would suggest HUGE eyes instead of no eyes. And instead of burning they are blinded and in a world of pain when they step out side.
Shadowrun Returns inspiration?
Hmm...I just butchered a River Squid in advent mode.
It gives no meat. Just muscle, fat, skin, nervous tissue, and "Organs' not a list of different organs just "Organs".
Hmm...I just butchered a River Squid in advent mode.
It gives no meat. Just muscle, fat, skin, nervous tissue, and "Organs' not a list of different organs just "Organs".
In this mod, muscle is meat. And I think there are just generic 'organs' to reduce clutter. I'm not 100% sure, using the search tool didn't bring any answers up.
It would appear that Halflings don't use currency. It's not like we have gold or silver though is it?I don't think they have the proper currency tokens, so they won't have them when you see them in adventure mode (they'll never have it in fortress mode.)
And none of the merchants even want to barter.
I think it's more a bug with vanilla DF, but it amuses me that the merchants don't care if I just stuff my face with the pumpkins I was just trying to buy.
Strange on the worldgen too. I've not experienced worldgen problems generating worlds of any size before. Could it be the psionics or something else that has changed now? Did you use default settings?
make them. But I'm going to pitch a few ideas.
First of all, they should be rare and interesting somehow. Humans should probably not be the majority race, it's more interesting that way. Maybe limit civs to one or two and the number of people to a thousand or so? Here's two ideas based on the idea that the world has undergone a terrible change, with poisonous, rapidly breeding creatures, unfeeling again rapidly breeding humanoid insects, lizardmen with their paralyzing blood and various bear-sized eight-limbed rampaging aberrations and so on ruling the world now and humans simply not being able to keep up.Spoiler: Idea 1. Grimdark failing human empire. (click to show/hide)Spoiler: Idea 2. The last human survivors. (click to show/hide)
I think it's okay to have them. Just because they're "humans" doesn't mean they're vanilla humans. We could make the cave-humans idea and change the name and tweak them a tiny bit and they wouldn't necessarily be recognizable as such. Really I don't mind, since they'll be a completely different thing from vanilla "humans" and built by a modder anyway. There's more to them than the name.
Speaking of which, I really like the cave-humans idea, though I'm more hesitant on the gunpowder part. I like things with little side touches, and humans being mysterious and deep in the caves is kinda cool. In fact I may like the mystery of it more than the backstory Halfling provided, but either way.
I don't really think we need another type of civilization on the surface at the moment though.
It's out for a purpose. It shall take revenge for every merchant robbed by an adventurer, every Caravan destroyed and looted, every Elven trader blown off or offered wood. It is... THE CABBAGE MAN!
Most probably think "fortress mode" only. But in adventurer mode, specifically, having a large number of races you can meet with small geographical boundaries is a huge boon. Hence the adherents were a great addition too. It gives you places to go and things to do where normally the adventure wears pretty thin pretty fast. That's why I prefer suggestion #1 or both, they would be cool to meet and greet.
Most probably think "fortress mode" only. But in adventurer mode, specifically, having a large number of races you can meet with small geographical boundaries is a huge boon. Hence the adherents were a great addition too. It gives you places to go and things to do where normally the adventure wears pretty thin pretty fast. That's why I prefer suggestion #1 or both, they would be cool to meet and greet.
Still, I would prefer to have humans remain out. Why not use Neanderthals? They would fit better with the 'from-scratch' idea, in my opinion.
In the next version maybe.
Halflings are the only ones who actually build towns you can visit right?
[CDI:MATERIAL:ETHER_ZTG:UNDIRECTED_VAPOR]
http://www.youtube.com/watch?v=BiMhue3iSd4QuoteIt's out for a purpose. It shall take revenge for every merchant robbed by an adventurer, every Caravan destroyed and looted, every Elven trader blown off or offered wood. It is... THE CABBAGE MAN!
wat
Halflings are the only ones who actually build towns you can visit right?
http://www.youtube.com/watch?v=BiMhue3iSd4QuoteIt's out for a purpose. It shall take revenge for every merchant robbed by an adventurer, every Caravan destroyed and looted, every Elven trader blown off or offered wood. It is... THE CABBAGE MAN!
wat
Also, how good is Aeresium for various purposes? I can look at the numbers, but I don't know well enough how it would compare to other materials. Is it better for edge or blunt? What about armor or arrows? And if someone actually takes the time to look and tell me, maybe it should also be on the wiki(s).
Also, how good is Aeresium for various purposes? I can look at the numbers, but I don't know well enough how it would compare to other materials. Is it better for edge or blunt? What about armor or arrows? And if someone actually takes the time to look and tell me, maybe it should also be on the wiki(s).
Aeresium was specifically designed by LKR to be worthless as a metal for weapons. It is neither very dense nor good for bladed ones. Actually it was supposed to be so useless for weapons he got a little mad when ZTG made a reaction allowing it to be made into those.
One thing that bugs me: that one stone that looks like a green ". It looks just like vanilla bushes, or like random terrain tiles, it's very distracting.Rather than generic df stones, we should make up cool, fantasy/ye olde-esque ones. I liked it back before all the "blahblah-ites" we're introduced. Would be perfectly happy with just Rock, Black Rock, Whitestone, Greenstone, Shimmering rock, fire-rock, etc. I figured it made sense to have the science-like names in normal df, because it is dwarves, and dwarves know all about rock. But, since in DFFS, we have halflings and bug-people, less advanced names would really Fit the over setting better in my opinion.
We might want to do some kind of material overhaul, too (but not right now). For instance it's always seemed a bit odd that Meteoric iron is the baseline metal, since Meteors are pretty rare, especially compared to other Iron ores. Unless it's supposed to be a major component of the planet, but then it's not really Meteoric. If we had the standard, everyday materials (iron, copper, precious metals, 10 or so mundane kinds of stone), it would give some point of reference to our own, unique materials.
People had names for all kinds of rock well into antiquity. Most of the rock names in DF existed well before modern science. For our game, I mean staple stones like Sandstone, Marble, Granite, Basalt, Slate, and Limestone. The kind of rocks commonly used by people in any era. Perhaps we can even have white AND black marble.
Then we have all the other more, obscure rocks replaced by our unique ones.
How do water grubs work exactly? If milked, water goes into a bucket. However, nobody will use this bucket to fill a pond (instead dumping it out at the workshop and going to get other water) and as far as I can tell nobody drinks out of it either, though I have not had a test without an external water source yet. The bucket also contains only a single unit of "water" instead of the usual "water(10)". How am I supposed to use the water for drinking?
Code: [Select][CDI:MATERIAL:ETHER_ZTG:UNDIRECTED_VAPOR]
Where's ETHER_ZTG? If it's an INORGANIC, it needs that.
EDIT: It is. Bugfixing, unless there are complaints.
...ZTG made a reaction allowing it to be made into those.
What ZTG did specifically that made him mad was adding an attack multiplier vs spirits to Aeresium.
Code: [Select][CDI:MATERIAL:ETHER_ZTG:UNDIRECTED_VAPOR]
Where's ETHER_ZTG? If it's an INORGANIC, it needs that.
EDIT: It is. Bugfixing, unless there are complaints.
What are you wanting to bugfix?...ZTG made a reaction allowing it to be made into those.
IT DOESN"T USE AERESIUM SPECIFICALLY AS A MATERIAL! IT JUST USES ANY METAL BAR!
It says MATERIAL:ETHER_ZTG instead of MATERIAL:INORGANIC:ETHER_ZTG.
So... which wiki would be best for posting my guide to creature and syndrome classification?
This one? http://dfscratch.shoutwiki.com/wiki/Main_Page
Why do Halflings have to use English words at all?
word.
[MILKABLE:WATER:9600]
reaction_hivestuff_putnam
[OBJECT:REACTION]
[REACTION:CHURN_BUTTER_PUTNAM]
[NAME:churn butter from milk]
[BUILDING:KITCHEN:CUSTOM_B]
[REAGENT:milk:1:NONE:NONE:NONE:NONE][HAS_MATERIAL_REACTION_PRODUCT:BUTTER_MAT][MIN_DIMENSION:150]
[REAGENT:container:1:NONE:NONE:NONE:NONE][CONTAINS:milk][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:5:GLOB:NONE:GET_MATERIAL_FROM_REAGENT:milk:BUTTER_MAT]
[SKILL:COOK]
[REACTION:MAKE_CHEESE_PUTNAM]
[NAME:make cheese from milk]
[BUILDING:KITCHEN:CUSTOM_C]
[REAGENT:milk:1:NONE:NONE:NONE:NONE][HAS_MATERIAL_REACTION_PRODUCT:CHEESE_MAT][MIN_DIMENSION:150]
[REAGENT:container:1:NONE:NONE:NONE:NONE][CONTAINS:milk][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:5:CHEESE:NONE:GET_MATERIAL_FROM_REAGENT:milk:CHEESE_MAT]
[SKILL:CHEESEMAKING]
[CREATURE:MYOMORPH_PUTNAM]
[NAME:myomorph:myomorphs:myomorph]
[CASTE_NAME:myomorph:myomorphs:myomorph]
[DESCRIPTION:A very small creature that lives in hives and stockpiles milk.]
[CREATURE_TILE:250][COLOR:6:0:0]
[VERMIN_SOIL_COLONY][FREQUENCY:100]
[VERMIN_NOTRAP]
[NOFEAR][NOEXERT][NO_DRINK][NO_EAT][NO_CONNECTIONS_FOR_MOVEMENT][NO_FEVERS][NO_GENDER][NO_SLEEP][NO_THOUGHT_CENTER_FOR_MOVEMENT][NOBONES][NOBREATHE][NOEMOTION][NOMEAT][NONAUSEA][NOPAIN][NOSKIN][NOSKULL][NOSMELLYROT][NOSTUCKINS][NOSTUN][NOT_BUTCHERABLE][NOT_LIVING][NOBONES]
[ARTIFICIAL_HIVEABLE]
[USE_MATERIAL_TEMPLATE:MILK:SOIL_TEMPLATE_LKR] odd choice of template, right? But material properties don't matter for a liquid, and this template was the only one with nothing but material info
[STATE_COLOR:ALL:WHITE]
[STATE_NAME_ADJ:SOLID:frozen myomorph milk]
[STATE_NAME_ADJ:GAS:gaseous myomorph milk]
[STATE_NAME_ADJ:POWDER:powdered myomorph milk] shh
[STATE_NAME_ADJ:LIQUID:myomorph milk]
[PREFIX:NONE]
[BOILING_POINT:10180]
[MELTING_POINT:10000]
[SPEC_HEAT:3930]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[EDIBLE_VERMIN]
[ROTS]
[GENERATES_MIASMA]
[ALCOHOL_CREATURE]
[MATERIAL_REACTION_PRODUCT:BUTTER_MAT:LOCAL_CREATURE_MAT:BUTTER]
[MATERIAL_REACTION_PRODUCT:CHEESE_MAT:LOCAL_CREATURE_MAT:CHEESE]
[USE_MATERIAL_TEMPLATE:BUTTER:SOIL_TEMPLATE_LKR]
[STATE_COLOR:ALL:WHITE]
[STATE_NAME_ADJ:ALL_SOLID:myomorph butter]
[STATE_NAME_ADJ:GAS:gaseous myomorph butter]
[STATE_NAME_ADJ:LIQUID:melted myomorph butter]
[PREFIX:NONE]
[BOILING_POINT:10300]
[MELTING_POINT:10070]
[SPEC_HEAT:3930]
[EDIBLE_COOKED]
[EDIBLE_VERMIN]
[ROTS]
[STOCKPILE_GLOB_SOLID]
[USE_MATERIAL_TEMPLATE:CHEESE:SOIL_TEMPLATE_LKR]
[STATE_COLOR:ALL:WHITE]
[STATE_NAME_ADJ:SOLID:myomorph cheese]
[STATE_NAME_ADJ:GAS:gaseous myomorph cheese]
[STATE_NAME_ADJ:LIQUID:melted myomorph cheese]
[PREFIX:NONE]
[BOILING_POINT:10200]
[MELTING_POINT:10080]
[SPEC_HEAT:3930]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[EDIBLE_VERMIN]
[ROTS]
[GENERATES_MIASMA]
[CHEESE_CREATURE]
[HIVE_PRODUCT:5:33600:DRINK:NONE:LOCAL_CREATURE_MAT:MILK]
[FLIER]
[POPULATION_NUMBER:250:500]
[CLUSTER_NUMBER:100:200]
[SMALL_REMAINS]
[PETVALUE:1]
[PETVALUE_DIVISOR:1000]
[SPEED:2900]
[BODY_SIZE:0:0:1]
[BODY:SPIRIT_ZTG]
[BODY_DETAIL_PLAN:SPIRIT_MATERIALS_ZTG]
[BODY_DETAIL_PLAN:SPIRIT_TISSUES_ZTG]
[PREFSTRING:cuteness]
[CREATURE_CLASS:ETHEREAL][CREATURE_CLASS:INCORPOREAL]
[HOMEOTHERM:10000]
[BIOME:ANY_TEMPERATE]
Why do Halflings have to use English words at all?
Here's how language in DF works:
The vocabulary words that the game uses are all defined in a great big txt file, in English. Each "language" is a collection of translations for those English words, for instance [T_WORD:DAGGER:urist]. Every language must have a translation for every word in the basic vocabulary, or else you get names that include " " because the game generates names based on the basic vocabulary, and displays the translation of it.
Our basic vocabulary was originally created under the mistaken assumption that each language could have it's own "words.txt" file, so it began as an "ABC's for Halflings dictionary". Then many more words were added after this was corrected. But we're still missing many needed words, thus all languages are somewhat "hobbit-flavored" because of the basic vocabulary the translations are based on.
Some thing's I've noticed:
-Many plants with custom reactions don't yield seeds from those reactions, so to make them edible and replant you have to buy more seeds from the caravan.
-The only edible parts of an animal are the muscles. We need to add [MEAT] to the organ and brain material templates, so much of the flesh is going to waste...
Wood gems seem odd, but the chitin chain robe is actually less so. Prepared chitin is treated as a metal by the game, and thus a valid choice for the game to produce metal items from, including the chain robe. At least I think.
Wood gems seem odd, but the chitin chain robe is actually less so. Prepared chitin is treated as a metal by the game, and thus a valid choice for the game to produce metal items from, including the chain robe. At least I think.
Wood gems are an oddity, but prepared chitin chain robes are intended, in the sense that prepared chitin is a metal. Actually, I've only ever seen them use it for weaponry, so this is a step in the right direction :)
reaction_kopout
[OBJECT:REACTION]
[REACTION:PREPARE_APPLE_TREES_KPT]
[NAME:prepare apple trees]
[BUILDING:LUMBERYARD:CUSTOM_A]#a for apple
[AUTOMATIC]
[SKILL:CARPENTRY]
[REAGENT:A:1:WOOD:LOGS:PLANT_MAT:APPLE_HLG:STRUCTURAL] <--------------------------
[PRODUCT:100:1:WOOD:NONE:PLANT_MAT:APPLE_WOOD_KPT:APPLE_WOOD]
[PRODUCT:100:2:PLANT:NONE:PLANT_MAT:APPLE_FRUIT_KPT:APPLE_FRUIT_STRUCTURE_KPT]
[PRODUCT:50:1:PLANT:NONE:PLANT_MAT:APPLE_FRUIT_KPT:APPLE_FRUIT_STRUCTURE_KPT]
[PRODUCT:25:1:PLANT:NONE:PLANT_MAT:APPLE_FRUIT_KPT:APPLE_FRUIT_STRUCTURE_KPT]
eating the brain raw should give you kuru, and so on.
I have no problem with your assessment of prion disease ecology. Most of them aren't transmissible to humans (afaik? who has eaten a cat or mink brain in a time when such a thing as diagnostics exist?).
I don't think we should include Prions, because people want to make it "Eat brain = instant grey goo scenario," which it really, REALLY isn't.
[SHAPE:SHAPE_TESSERACT_PUTNAM]
[NAME:tesseract:tesseracts]
[ADJ:entirely unseemly]
[ADJ:disgusting]
[ADJ:writhing]
[ADJ:rotating]
[ADJ:calming]
[ADJ:slithering]
[ADJ:quite annoying]
[TILE:35]
[PROGRESS_TRIGGER_POPULATION:1]
[PROGRESS_TRIGGER_POP_SIEGE:3]
(Halfling traders visit any places relatively soon, but halflings should not kill you in fortress mode as they only attack large fortresses of the enemy.)[PROGRESS_TRIGGER_TRADE:2]
[PROGRESS_TRIGGER_TRADE_SIEGE:2]
(Trolls visit places that they learn are wealthy, and may attempt to take that wealth for themselves. They're too primitive and tribal to listen to rumors from faraway lands or participate in cooperative intelligence, so they'll only learn about your forest cutting antics as it becomes common knowledge.)It's engraved into a wall and visibly 4D, is the implication.
plant_putnam
[OBJECT:PLANT]
[PLANT:INTELLIGENT_GRASS_PUTNAM]
[ALL_NAMES:creeping grass]
[USE_MATERIAL_TEMPLATE:STRUCTURE:PLANT_STRUCTURE_HLG]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURE]
[GRASS]
[GRASS_TILES:'.':',':';':'`']
[GRASS_COLORS:2:0:0:2:0:0:7:0:0:0:0:1]
[WET]
[DRY]
[BIOME:ANY_WETLAND]
[CREATURE:INTELLIGENT_GRASS_CREATURE_PUTNAM]
[NAME:creeping grass growth:creeping grass growths:creeping grass]
[CASTE_NAME:creeping grass growth:creeping grass growths:creeping grass]
[DESCRIPTION:A moving growth of the creeping grass underneath. It moves to absorb any that tread upon the grass. Draining it of water should force it to stop moving.]
[CREATURE_CLASS:ALL][CREATURE_CLASS:ORGANIC][CREATURE_CLASS:PLANT][CREATURE_CLASS:PLANT_LAND][CREATURE_CLASS:PLANT_SWAMP]
[BIOME:ANY_WETLAND]
[POPULATION_NUMBER:5000:10000]
[BLOOD:WATER:NONE]
[CREATURE_TILE:'o'][CASTE_TILE:'o']
[COLOR:2:0:0]
[NO_WINTER][NO_AUTUMN]
[NO_DIZZINESS][NO_CONNECTIONS_FOR_MOVEMENT][NO_DRINK][NO_EAT][NO_FEVERS][NO_GENDER][NO_PHYS_ATT_GAIN][NO_PHYS_ATT_RUST][NO_SLEEP][NO_THOUGHT_CENTER_FOR_MOVEMENT][NOBONES]
[NOBREATHE][NOEMOTION][NOEXERT][NOFEAR][NOMEAT][NONAUSEA][NOPAIN][NOSKIN][NOSKULL][NOTHOUGHT][NOSTUN][NOT_BUTCHERABLE][NOT_LIVING][PARALYZEIMMUNE]
[PHYS_ATT_RANGE:STRENGTH:600:600:600:600:600:600:600]
[PHYS_ATT_RANGE:AGILITY:1000:1000:1000:1000:1000:1000:1000]
[SPEED:2500]
[UBIQUITOUS]
[PREFSTRING:grassy nature]
[BODY:TREELORD]
[BODYGLOSS:INTELLIGENT_GRASS_GLOSS_PUTNAM]
[USE_MATERIAL_TEMPLATE:STRUCTURE:PLANT_STRUCTURE_HLG]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[EDIBLE_VERMIN]
[TISSUE:STRUCTURE]
[TISSUE_NAME:grass:STP]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:STRUCTURE]
[RELATIVE_THICKNESS:1]
[HEALING_RATE:30]
[TISSUE_SHAPE:STRANDS]
[MUSCULAR]
[TISSUE_LAYER:BY_CATEGORY:ALL:STRUCTURE]
[BODY_SIZE:0:0:60000]
[FANCIFUL]
[BONECARN]
[CLUSTER_NUMBER:1:1]
[DIURNAL]
[CURIOUSBEAST_EATER]
[CURIOUSBEAST_GUZZLER]
[ITEMCORPSE:PLANT:NONE:LOCAL_CREATURE_MAT:STRUCTURE]
Little Ones
[OBJECT:CREATURE]
[CREATURE:LITTLE ONE]
[NAME:little one:little ones:littles]
[CASTE_NAME:little one:little ones:littles]
[DESCRIPTION: A race of verry small, harry mountan men. They pefer not to fight, but will if provoked. The live in small dougouts doug into the hillside or halfway berried into the chost lines and are only found in cold reagons.]
[CREATURE_TITLE: '*'][COLOR:152:118:84]
[CREATURE_SOLDIER_TILE:'#']
[INTELLIGENT]
[POPULATION_NUMBER:125:500]
[FREQUENCY: 40]
[UBIQITOUS]
[CLUSTER_NUMBER:1:50]
[BIOME:MOUNTAN:TUNDRA:TAIGA]
[UNDERGROUND_DEPTH:1:4]
[BENGIN]
[CANOPENDOORS]
[BODY:CORE_HLG:BACK_LEGS_HLG:ARMS_HLG:EXTERNAL_EARS_HLG:TEETH_HLG]
[BODY_DETAIL_PLAN:CORE_MATERIALS_HLG]
[BODY_DETAIL_PLAN:CORE_TISSUES_HLG]
[BODY_DETAIL_PLAN:TEETH_HLG]
[BODY_DETAIL_PLAN:CORE_LAYERS_HLG]
[BODY_DETAIL_PLAN:BACK_LEGS_LAYERS_HLG]
[BODY_DETAIL_PLAN:ARMS_LAYERS_HLG]
[BODY_DETAIL_PLAN:EXTERNAL_EARS_LAYERS_HLG]
[BODY_DETAIL_PLAN:HAIR_HLG]
[BODY_DETAIL_PLAN:HAIR_ON_HEAD_HLG]
[BODYGLOSS:TWOLEGS_HLG]
[TENDONS:LOCAL_CREATURE_MAT:TENDON:400]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[LIGAMENTS:LOCAL_CREATURE_MAT:TENDON:400]
[APPLY_CREATURE_VARIATION:PUNCH_HLG]
[APPLY_CREATURE_VARIATION:KICK_HLG]
[APPLY_CREATURE_VARIATION:APPEARANCE_VARIABILITY_HEAD_HAIR_HLG]
[APPLY_CREATURE_VARIATION:APPEARANCE_VARIABILITY_EYE_COLOR_HLG]
[APPLY_CREATURE_VARIATION:APPEARANCE_VARIABILITY_SKIN_COLOR_HLG]
[HAS_NERVES]
[CREATURE_CLASS:HUMANOID]
[CREATURE_CLASS:MAMMAL]
[CREATURE_CLASS:VERTEBRATE]
[BODY_SIZE:15000]
[BODY_SIZE:0:0:1500]
[BODY_SIZE:1:168:7500]
[BODY_SIZE:20:0:15000]
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[MAXAGE:175:230]
[BABY:1]
[GENERAL_BABY_NAME:tiny one:teeny ones:teenies]
[BABY_NAME:tiny one:teeny ones:teenies]
[CHILD:14]
[GENERAL_CHILD_NAME:small one:small ones:smalls]
[CAVE_ADAPT]
[DIURNAL]
[PROFESSION_NAME:CROSSBOWMAN:sling one:sling ones]
[PROFESSION_NAME:MASTER_CROSSBOWMAN:sling master:sling masters]
[PROFESSION_NAME:SPEARMAN:staff one:staff ones]
[PROFESSION_NAME:MASTER_SPEARMAN:staff master:staff masters]
[PROFESSION_NAME:WRESTLER:brawler:brawlers]
[PROFESSION_NAME:MASTER_WRESTLER:master brawler:master brawlers]
[SWIMS_LEARNED][SWIM_SPEED:2000]
[MANNERISM__POSTURE]
[EQUIPS]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[CASTE:FEMALE]
[FEMALE]
[MULTIPLE_LITTER_RARE]
[CASTE:MALE]
[MALE]
[APPLY_CREATURE_VARIATION:APPEARANCE_VARIABILITY_BEARD_COLOR_LITTLE]
[BODY_DETAIL_PLAN:BEARD_LITTLE]
Little Ones
[OBJECT:CREATURE]
[CREATURE:LITTLE ONE]
[NAME:little one:little ones:littles]
[CASTE_NAME:little one:little ones:littles]
[DESCRIPTION: A race of verry small, harry mountan men. They pefer not to fight, but will if provoked. The live in small dougouts doug into the hillside or halfway berried into the chost lines and are only found in cold reagons.]
[CREATURE_TITLE: '*'][COLOR:152:118:84]
[CREATURE_SOLDIER_TILE:'#']
[INTELLIGENT]
[POPULATION_NUMBER:125:500]
[FREQUENCY: 40]
[UBIQITOUS]
[CLUSTER_NUMBER:1:50]
[BIOME:MOUNTAN:TUNDRA:TAIGA]
[UNDERGROUND_DEPTH:1:4]
[BENGIN]
[CANOPENDOORS]
[BODY:CORE_HLG:BACK_LEGS_HLG:ARMS_HLG:EXTERNAL_EARS_HLG:TEETH_HLG]
[BODY_DETAIL_PLAN:CORE_MATERIALS_HLG]
[BODY_DETAIL_PLAN:CORE_TISSUES_HLG]
[BODY_DETAIL_PLAN:TEETH_HLG]
[BODY_DETAIL_PLAN:CORE_LAYERS_HLG]
[BODY_DETAIL_PLAN:BACK_LEGS_LAYERS_HLG]
[BODY_DETAIL_PLAN:ARMS_LAYERS_HLG]
[BODY_DETAIL_PLAN:EXTERNAL_EARS_LAYERS_HLG]
[BODY_DETAIL_PLAN:HAIR_HLG]
[BODY_DETAIL_PLAN:HAIR_ON_HEAD_HLG]
[BODYGLOSS:TWOLEGS_HLG]
[TENDONS:LOCAL_CREATURE_MAT:TENDON:400]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[LIGAMENTS:LOCAL_CREATURE_MAT:TENDON:400]
[APPLY_CREATURE_VARIATION:PUNCH_HLG]
[APPLY_CREATURE_VARIATION:KICK_HLG]
[APPLY_CREATURE_VARIATION:APPEARANCE_VARIABILITY_HEAD_HAIR_HLG]
[APPLY_CREATURE_VARIATION:APPEARANCE_VARIABILITY_EYE_COLOR_HLG]
[APPLY_CREATURE_VARIATION:APPEARANCE_VARIABILITY_SKIN_COLOR_HLG]
[HAS_NERVES]
[CREATURE_CLASS:HUMANOID]
[CREATURE_CLASS:MAMMAL]
[CREATURE_CLASS:VERTEBRATE]
[BODY_SIZE:15000]
[BODY_SIZE:0:0:1500]
[BODY_SIZE:1:168:7500]
[BODY_SIZE:20:0:15000]
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[MAXAGE:175:230]
[BABY:1]
[GENERAL_BABY_NAME:tiny one:teeny ones:teenies]
[BABY_NAME:tiny one:teeny ones:teenies]
[CHILD:14]
[GENERAL_CHILD_NAME:small one:small ones:smalls]
[CAVE_ADAPT]
[DIURNAL]
[PROFESSION_NAME:CROSSBOWMAN:sling one:sling ones]
[PROFESSION_NAME:MASTER_CROSSBOWMAN:sling master:sling masters]
[PROFESSION_NAME:SPEARMAN:staff one:staff ones]
[PROFESSION_NAME:MASTER_SPEARMAN:staff master:staff masters]
[PROFESSION_NAME:WRESTLER:brawler:brawlers]
[PROFESSION_NAME:MASTER_WRESTLER:master brawler:master brawlers]
[SWIMS_LEARNED][SWIM_SPEED:2000]
[MANNERISM__POSTURE]
[EQUIPS]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[CASTE:FEMALE]
[FEMALE]
[MULTIPLE_LITTER_RARE]
[CASTE:MALE]
[MALE]
[APPLY_CREATURE_VARIATION:APPEARANCE_VARIABILITY_BEARD_COLOR_LITTLE]
[BODY_DETAIL_PLAN:BEARD_LITTLE]
[TENDONS]
[SPOUSE_CONVERSION_TARGET]
[CAN_LEARN]
[CAN_SPEAK]
[MUNDANE]
entity_littleones_aseaheru
[OBJECT:ENTITY]
[ENTITY:LITTLE_ONES]
[LAYER_LINKED]
[CREATURE:LITTLE ONE]
[WEAPON:SLING]
[AMMO:STONE_LITTLE]
[ARMOR:DRESS_SHIRT_HLG:COMMON]
[TOOL:PIPE_SMOKING_HLG]
[INDOOR_WOOD]
[USE_CAVE_ANIMALS]
[USE_ANIMAL_PRODUCTS]
[EQUIPMENT_IMPROVEMENTS]
[FRIENDLY_COLOR:1:0:1]
[MAX_STARTING_CIV_NUMBER:25]
[MAX_POP_NUMBER:500]
[MAX_SITE_POP_NUMBER:125]
[ETHIC:KILL_ENTITY_MEMBER:PUNISH_EXILE]
[ETHIC:KILL_NEUTRAL:JUSTIFIED_IF_SELF_DEFENSE]
[ETHIC:KILL_ENEMY:ACCEPTABLE]
[ETHIC:KILL_ANIMAL:ACCEPTABLE]
[ETHIC:KILL_PLANT:ACCEPTABLE]
[ETHIC:TORTURE_AS_EXAMPLE:UNTHINKABLE]
[ETHIC:TORTURE_FOR_INFORMATION:NOT_APPLICABLE]
[ETHIC:TORTURE_FOR_FUN:UNTHINKABLE]
[ETHIC:TORTURE_ANIMALS:MISGUIDED] Not serious, just a tad queer.
[ETHIC:TREASON:PUNISH_EXILE]
[ETHIC:OATH_BREAKING:PUNISH_EXILE]
[ETHIC:LYING:PUNISH_REPRIMAND]
[ETHIC:VANDALISM:PUNISH_REPRIMAND]
[ETHIC:TRESPASSING:NOT_APPLICABLE] No one really owns property.
[ETHIC:THEFT:PUNISH_EXILE]
[ETHIC:ASSAULT:PUNISH_EXILE]
[ETHIC:SLAVERY:UNACCEPTABLE]
[ETHIC:EAT_SAPIENT_OTHER:SHUN] Not a crime, just really messed up.
[ETHIC:EAT_SAPIENT_KILL:SHUN] See above.
[ETHIC:MAKE_TROPHY_SAME_RACE:PUNISH_CAPITAL]
[ETHIC:MAKE_TROPHY_SAPIENT:SHUN]
[ETHIC:MAKE_TROPHY_ANIMAL:ACCEPTABLE]
[AMBUSHER]
[INDIV_CONTROLLABLE]
[SCOUT]
[AT_PEACE_WITH_WILDLIFE]
[INVADERS_IGNORE_NEUTRALS]
[CLOTHING]
[DIGGER:item_weapon_shovel]
[RELIGION:PANTHEON]
item_littleones_aseaheru
[OBJECT:ITEM]
[ITEM_WEAPON:SLING]
[NAME:sling:slings]
[SIZE:220]
[SKILL:CROSSBOW]
[RANGED:CROSSBOW:STONE_LITTLE]
[SHOOT_FORCE:400]
[SHOOT_MAXVEL:2500]
[TWO_HANDED:0]
[MINIMUM_SIZE:4000]
[MATERIAL_SIZE:2]
[ATTACK:BLUNT:7000:4000:bash:bashes:NO_SUB:1000]
[ITEM_AMMO:STONE_LITTLE]
[NAME:little stone:little stones]
[CLASS:STONE_LITTLE]
[SIZE:8]
[ATTACK:BLUNT:2:50:poke:pokes:NO_SUB:1000]
item_gnomes_gnorm
[OBJECT:ITEM]
[ITEM_WEAPON:LONG_GUN_GNORM]
[NAME:long gun:long guns]
[SIZE:220]
[SKILL:SWORD]
[RANGED:CROSSBOW:BALL_GNORM]
[SHOOT_FORCE:3000]
[SHOOT_MAXVEL:2500]
[TWO_HANDED:0]
[MINIMUM_SIZE:5000]
[MATERIAL_SIZE:2]
[ATTACK:BLUNT:7000:4000:bash:bashes:NO_SUB:1000]
[ITEM_AMMO:BALL_GNORM]
[NAME:long gun ball:long gun balls]
[CLASS:BALL_GNORM]
[SIZE:10]
[ATTACK:BLUNT:2:50:poke:pokes:NO_SUB:1000]
[ITEM_ARMOR:OVERCOAT_GNORM]
[NAME:greatcoat:greatcoats]
[ARMORLEVEL:0]
[UBSTEP:MAX]
[LAYER_SIZE:1]
[LAYER_PERMIT:1]
[LAYER:OVER]
[COVERAGE:100]
[ITEM_PANTS:TROUSERS_GNORM]
[NAME:trousers:trousers]
[PREPLURAL:pairs of]
[ARMORLEVEL:0]
[LBSTEP:MAX]
[COVERAGE:100]
[LAYER_SIZE:1]
[LAYER_PERMIT:1]
[LAYER:OVER]
[COVERAGE:100]
[ITEM_HELM:FEZ_GNORM]
[NAME:fez:fezzes]
[COVERAGE:50]
[LAYER_SIZE:1]
[LAYER_PERMIT:1]
[LAYER:OVER]
[ARMORLEVEL:0]
creature_nomads_gnorm
[OBJECT:CREATURE]
[CREATURE:GNOME]
[NAME:gnome:gnomes:gnomish]
[CASTE_NAME:gnome:gnomes:gnomish]
[DESCRIPTION:A nomadic race of short, beard-wearing humanoids. Unlike the halflings, its kind has not developed advanced civilizations on the surface; its comrades live in small camps beneath the earth, living off the wildlife and the rivers.]
[CREATURE_TILE:'g'][COLOR:3:0:0]
[CREATURE_SOLDIER_TILE:'G']
[INTELLIGENT]
[POPULATION_NUMBER:125:500]
[FREQUENCY:45]
[UBIQUITOUS]
[CLUSTER_NUMBER:10:25]
[BIOME:ANY_LAND]
[UNDERGROUND_DEPTH:1:4]
[BENIGN]
[CANOPENDOORS]
[PREFSTRING:temerity]
[BODY:CORE_HLG:BACK_LEGS_HLG:ARMS_HLG:EXTERNAL_EARS_HLG:TEETH_HLG]
[BODY_DETAIL_PLAN:CORE_MATERIALS_HLG]
[BODY_DETAIL_PLAN:CORE_TISSUES_HLG]
[BODY_DETAIL_PLAN:TEETH_HLG]
[BODY_DETAIL_PLAN:CORE_LAYERS_HLG]
[BODY_DETAIL_PLAN:BACK_LEGS_LAYERS_HLG]
[BODY_DETAIL_PLAN:ARMS_LAYERS_HLG]
[BODY_DETAIL_PLAN:EXTERNAL_EARS_LAYERS_HLG]
[BODY_DETAIL_PLAN:HAIR_HLG]
[BODY_DETAIL_PLAN:HAIR_ON_HEAD_HLG]
[BODYGLOSS:TWOLEGS_HLG]
[TENDONS:LOCAL_CREATURE_MAT:TENDON:400]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[LIGAMENTS:LOCAL_CREATURE_MAT:TENDON:400]
[APPLY_CREATURE_VARIATION:PUNCH_HLG]
[APPLY_CREATURE_VARIATION:KICK_HLG]
[APPLY_CREATURE_VARIATION:APPEARANCE_VARIABILITY_HEAD_HAIR_HLG]
[APPLY_CREATURE_VARIATION:APPEARANCE_VARIABILITY_EYE_COLOR_HLG]
[APPLY_CREATURE_VARIATION:APPEARANCE_VARIABILITY_SKIN_COLOR_HLG]
[HAS_NERVES]
[CREATURE_CLASS:ALL]
[CREATURE_CLASS:HUMANOID]
[CREATURE_CLASS:MAMMAL]
[CREATURE_CLASS:VERTEBRATE]
[BODY_SIZE:15000]
[BODY_SIZE:0:0:1500]
[BODY_SIZE:1:168:7500]
[BODY_SIZE:20:0:15000]
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[MAXAGE:175:230]
[BABY:1]
[GENERAL_BABY_NAME:gnomish baby:gnomish babies]
[BABYNAME:gnomish baby:gnomish babies]
[CHILD:16]
[GENERAL_CHILD_NAME:gnomish child:gnomish children]
[CHILDNAME:gnomish child:gnomish children]
[CAVE_ADAPT]
[DIURNAL]
[PROFESSION_NAME:SPEARMAN:speargnome:speargnomes]
[PROFESSION_NAME:MASTER_SPEARMAN:spearchief:spearchiefs]
[PROFESSION_NAME:SWORDSMAN:swordsgnome:swordsgnomes]
[PROFESSION_NAME:MASTER_SWORDSMAN:swordchief:swordchiefs]
[PROFESSION_NAME:RECRUIT:ensign:ensigns]
[PROFESSION_NAME:CROSSBOWMAN:riflegnome:riflegnomes]
[PROFESSION_NAME:MASTER_CROSSBOWMAN:riflechief:riflechiefs]
[PROFESSION_NAME:HAMMERMAN:hammergnome:hammergnomes]
[PROFESSION_NAME:MASTER_HAMMERMAN:hammerchief:hammerchiefs]
[PROFESSION_NAME:BOWMAN:bowgnome:bowgnomes]
[PROFESSION_NAME:MASTER_BOWMAN:bowchief:bowchiefs]
[PROFESSION_NAME:WRESTLER:wrestlegnome:wrestlegnomes]
[PROFESSION_NAME:MASTER_WRESTLER:wrestlechief:wrestlechiefs]
[PROFESSION_NAME:MACEMAN:macegnome:macegnomes]
[PROFESSION_NAME:MASTER_MACEMAN:macechief:macechiefs]
[PROFESSION_NAME:PIKEMAN:pikegnome:pikegnomes]
[PROFESSION_NAME:MASTER_PIKEMAN:pikechief:pikechiefs]
[PROFESSION_NAME:BLOWGUNMAN:spitgnome:spitgnomes]
[PROFESSION_NAME:MASTER_BLOWGUNMAN:spitchief:spitchiefs]
[PROFESSION_NAME:LASHER:lashgnome:lashgnomes]
[PROFESSION_NAME:MASTER_LASHER:lashchief:lashchiefs]
[PROFESSION_NAME:AXEMAN:axegnome:axegnomes]
[PROFESSION_NAME:MASTER_AXEMAN:axechief:axechiefs]
[HOMEOTHERM:10067]
[SWIMS_LEARNED][SWIM_SPEED:2500]
[MANNERISM_POSTURE]
[EQUIPS]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[CASTE:FEMALE]
[FEMALE]
[MULTIPLE_LITTER_RARE]
[CASTE:MALE]
[MALE]
[APPLY_CREATURE_VARIATION:APPEARANCE_VARIABILITY_BEARD_COLOR_GNORM]
[BODY_DETAIL_PLAN:BEARD_GNORM]
b_detail_plan_gnomes_gnorm
[OBJECT:BODY_DETAIL_PLAN]
[BODY_DETAIL_PLAN:BEARD_GNORM]
[BP_LAYERS:BY_CATEGORY:HEAD:HAIR:1:IN_FRONT:BY_CATEGORY:MOUTH]
c_variation_gnorm
[OBJECT:CREATURE_VARIATION]
[CREATURE_VARIATION:APPEARANCE_VARIABILITY_BEARD_COLOR_GNORM]
[CV_NEW_TAG:SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[CV_NEW_TAG:TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:60:65:70:75:80:85:90]
[CV_NEW_TAG:APP_MOD_NOUN:beard:SINGULAR]
[CV_NEW_TAG:APP_MOD_IMPORTANCE:2000]
entity_gnomes_gnorm
[OBJECT:ENTITY]
[ENTITY:UNDERDARK_GNOMES]
[LAYER_LINKED]
[CREATURE:GNOME]
[WEAPON:LONG_GUN_GNORM]
[AMMO:BALL_GNORM]
[WEAPON:SMALL_CUDGEL_METAL_HLG]
[ARMOR:DRESS_SHIRT_HLG:COMMON]
[SHOES:BOOTS_CLOTHING_STL:COMMON]
[HELM:FEZ_GNORM:COMMON]
[ARMOR:OVERCOAT_GNORM:COMMON]
[PANTS:TROUSERS_GNORM:COMMON]
[TOOL:PIPE_SMOKING_HLG]
[WEAPON:ITEM_WEAPON_SCIMITAR_STL]
[INDOOR_WOOD]
[USE_CAVE_ANIMALS]
[USE_ANIMAL_PRODUCTS]
[EQUIPMENT_IMPROVEMENTS]
[FRIENDLY_COLOR:1:0:1]
[MAX_STARTING_CIV_NUMBER:150]
[MAX_POP_NUMBER:5000]
[MAX_SITE_POP_NUMBER:125]
[ETHIC:KILL_ENTITY_MEMBER:PUNISH_EXILE] The thought of wandering alone through the underground worlds of "DFFS" discourages such acts.
[ETHIC:KILL_NEUTRAL:JUSTIFIED_IF_SELF_DEFENSE] Wouldn't wan't to anger the underground creatures unless absolutely necessary.
[ETHIC:KILL_ENEMY:ACCEPTABLE]
[ETHIC:KILL_ANIMAL:ACCEPTABLE]
[ETHIC:KILL_PLANT:ACCEPTABLE]
[ETHIC:TORTURE_AS_EXAMPLE:UNTHINKABLE]
[ETHIC:TORTURE_FOR_INFORMATION:NOT_APPLICABLE] No other sentient creatures live down below (as of now, anyway).
[ETHIC:TORTURE_FOR_FUN:UNTHINKABLE]
[ETHIC:TORTURE_ANIMALS:MISGUIDED] Not serious, just a tad queer.
[ETHIC:TREASON:PUNISH_EXILE]
[ETHIC:OATH_BREAKING:PUNISH_REPRIMAND]
[ETHIC:LYING:PUNISH_REPRIMAND]
[ETHIC:VANDALISM:PUNISH_EXILE] Thou shalt not trash the camp.
[ETHIC:TRESPASSING:NOT_APPLICABLE] No one really owns property.
[ETHIC:THEFT:PUNISH_EXILE]
[ETHIC:ASSAULT:PUNISH_EXILE]
[ETHIC:SLAVERY:PERSONAL_MATTER] Some gnomes feel it is wrong to own another sapient being, others contend that, because the gnomes spend most of their time hunting and gathering, others are needed to attend to cooking, crafting, and cleaning.
[ETHIC:EAT_SAPIENT_OTHER:SHUN] Not a crime, just really messed up.
[ETHIC:EAT_SAPIENT_KILL:SHUN] See above.
[ETHIC:MAKE_TROPHY_SAME_RACE:PUNISH_CAPITAL]
[ETHIC:MAKE_TROPHY_SAPIENT:SHUN]
[ETHIC:MAKE_TROPHY_ANIMAL:ACCEPTABLE]
[AMBUSHER]
[INDIV_CONTROLLABLE]
[BEAST_HUNTER]
[RELIGION:REGIONAL_FORCE]
[RELIGION_SPHERE:RIVERS]
item_gnomes_gnorm
[OBJECT:ITEM]
[ITEM_WEAPON:LONG_GUN_GNORM]
[NAME:long gun:long guns]
[SIZE:220]
[SKILL:SWORD]
[RANGED:CROSSBOW:BALL_GNORM]
[SHOOT_FORCE:3000]
[SHOOT_MAXVEL:2500]
[TWO_HANDED:0]
[MINIMUM_SIZE:5000]
[MATERIAL_SIZE:2]
[ATTACK:BLUNT:7000:4000:bash:bashes:NO_SUB:1000]
[CAN_STONE]
[ITEM_AMMO:BALL_GNORM]
[NAME:long gun ball:long gun balls]
[CLASS:BALL_GNORM]
[SIZE:10]
[ATTACK:BLUNT:2:50:poke:pokes:NO_SUB:1000]
[ITEM_ARMOR:OVERCOAT_GNORM]
[NAME:greatcoat:greatcoats]
[ARMORLEVEL:0]
[UBSTEP:MAX]
[LAYER_SIZE:1]
[LAYER_PERMIT:1]
[LAYER:OVER]
[STRUCTURAL_ELASTICITY_WOVEN_THREAD]
[COVERAGE:100]
[MATERIAL_SIZE:3]
[SOFT]
[ITEM_PANTS:TROUSERS_GNORM]
[NAME:trousers:trousers]
[PREPLURAL:pairs of]
[ARMORLEVEL:0]
[LBSTEP:MAX]
[COVERAGE:100]
[LAYER_SIZE:1]
[LAYER_PERMIT:1]
[LAYER:OVER]
[SOFT]
[STRUCTURAL_ELASTICITY_WOVEN_THREAD]
[COVERAGE:100]
[MATERIAL_SIZE:2]
[ITEM_HELM:FEZ_GNORM]
[NAME:fez:fezzes]
[COVERAGE:50]
[LAYER_SIZE:1]
[LAYER_PERMIT:1]
[LAYER:OVER]
[ARMORLEVEL:0]
[STRUCTURAL_ELASTICITY_WOVEN_THREAD]
[MATERIAL_SIZE:1]
[SOFT]
@Gnorm: wonderful concept with the gnomes, first of all. Nomadic rifle hunters - very cool. I'm a little confused by [CREATURE_VARIATION:APPEARANCE_VARIABILITY_BEARD_COLOR_GNORM]The creature variation was originally going to alter their beard colors as well, but I decided that, since their hair color is already defined on their scalps, defining it in the beards would be both redundant and (often) contradictory; I didn't want a bunch of Karl Marx gnomes wandering about. I apologize that I never got around to changing the name of the raw.
though. It does not appear to actually give their beards colors, rather a (short) length
The poem was wonderful too. Mind writing one of our entire creation? :P
I'd like to help out the English on the "little ones" post:I cant spell. It is supost to be coast. Also I dont really know what I am doing. What things do I need to remove?
"A race of verry small, harry mountan men. They pefer not to fight, but will if provoked. The live in small dougouts doug into the hillside or halfway berried into the chost lines and are only found in cold reagons."
should read:
"A race of very hairy mountain men. They prefer not to fight, but will if provoked. They live in small burrows dug into a hillside or half-way buried into the chost lines and are only found in cold regions."
(I have no idea what "chost" is - can you describe it?)
Aseaheru, check that caravan for burning doom coal.
Woof!
Woof!
Woof!
Woof!
Woof!
Woof! Woof!
Bark!
Bow-wow-wow!
(the hound pants loudly)
Arooooooooooooo!
(the hound whimpers)
Chirp!
Tweet! Tweet! Tweet!
[CREATURE_VARIATION:DOG_BARK_HLG]
[CV_NEW_TAG:CAN_DO_INTERACTION:VOCALIZATION_HLG]
[CV_NEW_TAG:CDI:USAGE_HINT:ATTACK] <-----------------
I think domestic dogs should just wag their tails. It's adorable.
Perhaps also yip?
Yip!
Yip!
Yip yip!
Jihad just means "duty". The idea of it as "holy war" is a fairly recent one. But that aside, I don't see ants doing the whole "put the nonbelievers to the sword" thing.
That IS odd. Even with Titans turned off, I'm still seeing the "Age of Myth" past year 500. What flags determine this in vanilla DF, I wonder?
I've set the site cap to -1, but to keep my RAM from crying too hard, set pop cap to 1. Doing this in Vanilla doesn't seem to hamper the civ from expanding organically during world-gen. There are just far fewer "bit players" floating around (the histories become that much more of a heroic read.)
I'm going to turn off megabeasts and see if that affects anything...
Nope - even with Titans, megas and semi-megas turned off, we still get continual Age of Myth. How very mysterious.
I'll let it run the full course this time, with only the various peoples of the world to contest it.
Well... their description states their society is ruled by their religious devotion to the queen, hierarchy comes as naturally to them as breathing, it's commented, they have ultra-low liberalism as a species-wide personality trait, and they consider even their own kin completely expendable in pursuit of the interests of the queen as StL later described it. Allets are notorious for killing those who disobey in the slightest, in player reports. You might expect them to put unbelievers (in the Queen's divine authority) to the sword after all. Although more likely to kill them on the spot.
So, while prepping for my turn in the far flung future, I got to the topic of CREATURE_CLASS, and decided to take a walk through the RAWs accumulated so far to see what we have. I like how easy it is to target specific groups of creatures thanks to the shear diversity of tags, and it's going to make the fun I have planned that much easier.
However, I'm noticing that we already have different tags that really define the same thing ie. FLYING and FLIER or REPTILE and LIZARD. I see that as something that could only get worse as different people play at god, which may or may not lead to different kinds of fun. Any complaints if I collect a list of current tags and stick it on one of the Wikis for easy reference for budding plague bearers? Or has that already happened and I'm just blind.
So, while prepping for my turn in the far flung future, I got to the topic of CREATURE_CLASS, and decided to take a walk through the RAWs accumulated so far to see what we have. I like how easy it is to target specific groups of creatures thanks to the shear diversity of tags, and it's going to make the fun I have planned that much easier.
However, I'm noticing that we already have different tags that really define the same thing ie. FLYING and FLIER or REPTILE and LIZARD. I see that as something that could only get worse as different people play at god, which may or may not lead to different kinds of fun. Any complaints if I collect a list of current tags and stick it on one of the Wikis for easy reference for budding plague bearers? Or has that already happened and I'm just blind.
That IS odd. Even with Titans turned off, I'm still seeing the "Age of Myth" past year 500. What flags determine this in vanilla DF, I wonder?
I've set the site cap to -1, but to keep my RAM from crying too hard, set pop cap to 1. Doing this in Vanilla doesn't seem to hamper the civ from expanding organically during world-gen. There are just far fewer "bit players" floating around (the histories become that much more of a heroic read.)
I'm going to turn off megabeasts and see if that affects anything...
Nope - even with Titans, megas and semi-megas turned off, we still get continual Age of Myth. How very mysterious.
I'll let it run the full course this time, with only the various peoples of the world to contest it.
I let it run all last night as I was sleeping, and until 3PM this afternoon. It crashed at year 9133... of the Age of Myth. I'd say that more than likely, (if StLeibowitz is correct), that was the year the last free sentient was consumed by the halfling vampire hordes.
I'll try again tonight using the same seeds but to the year 9132 instead. Hopefully, we will see the historic trends of each population as the millenia roll past.
Alright, list is up on the shout wiki. I believe I got them all. You are right, we currently have no fish. Also have no amphibians and a distinct lack of crustaceans. Pretty sure the most common creature type is arthropod or cehpalopod.
But they're not froggy dragons, are they?
Awesome thread, posting to watch. Actually, scratch that, can I sign up for a modding turn? It's been a while since I've done any DF modding, but I should be able to handle it.
Ps. Has anyone considered putting the raws in a git (http://git-scm.com/) repo and publishing it on GitHub (https://github.com/)? Seems like that would be the appropriate tool for collaborative development. Of course, the down side is that you'd need to learn how to use git (https://github.com/blog/120-new-to-git), but that's not really so hard as long as you stick to the basics (and preferably use a GUI front-end (http://git-scm.com/downloads/guis)).
Also, Halfling, I hope you don't mind that I sigged one of your posts from downthread. :)
...and having people use ZIP instead of RAR.
I briefly considered collaborative development tools, but the short of it is, we already have trouble with keeping the mods working and having people use ZIP instead of RAR. And we don't have that many people participating, and especially few who would like to put in concentrated effort long term. This is easier, requires little extra effort, importantly more visible, attracting players from without our small circle to try the stuff out, and therefore the better course... maybe? It's also important there's one version to test at a time because testing comes slower than the new ideas.
Now pit it against a Gifted Adherent.
*** Error(s) finalizing the interaction SECRET_METAPHYSICAL_PUTNAM
Error Initializing Text: raw/objects/text/book_metaphysics_titles_dffs.txt
-snip-
[CREATURE:FIRE_ELEMENTAL_PUTNAM]
[NAME:element of fire:elements of fire:element of fire]
[CASTE_NAME:element of fire:elements of fire:element of fire]
[DESCRIPTION:A living ball of fire.]
[CREATURE_CLASS:ALL][CREATURE_CLASS:INCORPOREAL][CREATURE_CLASS:SPIRIT][CREATURE_CLASS:ELEMENTAL]
[BIOME:ANY_DESERT]
[MEGABEAST]
[LAIR:SHRINE:100]
[LARGE_PREDATOR]
[CREATURE_TILE:'o'][CASTE_TILE:'o']
[COLOR:4:0:1]
[NO_DIZZINESS][NO_CONNECTIONS_FOR_MOVEMENT][NO_DRINK][NO_EAT][NO_FEVERS][NO_GENDER][NO_PHYS_ATT_GAIN][NO_PHYS_ATT_RUST][NO_SLEEP][NO_THOUGHT_CENTER_FOR_MOVEMENT][NOBONES]
[NOBREATHE][NOEMOTION][NOEXERT][NOFEAR][NOMEAT][NONAUSEA][NOPAIN][NOSKIN][NOSKULL][NOTHOUGHT][NOSTUN][NOT_BUTCHERABLE][NOT_LIVING][PARALYZEIMMUNE][FIREIMMUNE_SUPER][EXTRAVISION]
[SPEED:500]
[IMMOLATE]
[GRASSTRAMPLE:100]
[ATTACK_TRIGGER:110:10000:100000]
[PREFSTRING:firiness]
[BODY:TREELORD]
[BODYGLOSS:GENERIC_1PART_BODY_GLOSS_PUTNAM]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Shoot fireball]
[CDI:USAGE_HINT:ATTACK]
[CDI:FLOW:FIREBALL]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:300]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Spray jet of fire]
[CDI:USAGE_HINT:ATTACK]
[CDI:FLOW:FIREJET]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:5]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:300]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Shoot dragonfire]
[CDI:USAGE_HINT:ATTACK]
[CDI:FLOW:DRAGONFIRE]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:600]
[USE_MATERIAL_TEMPLATE:FIRE:SOIL_TEMPLATE_LKR]
[IGNITE_POINT:NONE]
[HEATDAM_POINT:NONE]
[MELTING_POINT:NONE]
[BOILING_POINT:NONE]
[BLOOD:LOCAL_CREATURE_MAT:FIRE:SOLID]
[TISSUE:FIRE]
[TISSUE_NAME:fire:STP]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:FIRE]
[RELATIVE_THICKNESS:1]
[HEALING_RATE:3000]
[TISSUE_SHAPE:STRANDS]
[MUSCULAR]
[VASCULAR:100]
[ARTERIES]
[CONNECTS]
[TISSUE_LAYER:BY_CATEGORY:ALL:FIRE]
[BODY_SIZE:0:0:60000]
[FANCIFUL]
[SPHERE:FIRE]
[POWER]
[SUPERNATURAL]
reaction_kopout
[OBJECT:REACTION]
[REACTION:PREPARE_APPLE_TREES_KPT]
[NAME:prepare apple trees]
[BUILDING:LUMBERYARD:CUSTOM_A]#a for apple
[AUTOMATIC]
[SKILL:CARPENTRY]
[REAGENT:A:1:WOOD:NONE:PLANT_MAT:APPLE_HLG:STRUCTURE]
[PRODUCT:100:1:WOOD:NONE:PLANT_MAT:APPLE_WOOD_KPT:APPLE_WOOD]
[PRODUCT:100:2:PLANT:NONE:PLANT_MAT:APPLE_FRUIT_KPT:APPLE_FRUIT_STRUCTURE_KPT]
[PRODUCT:50:1:PLANT:NONE:PLANT_MAT:APPLE_FRUIT_KPT:APPLE_FRUIT_STRUCTURE_KPT]
[PRODUCT:25:1:PLANT:NONE:PLANT_MAT:APPLE_FRUIT_KPT:APPLE_FRUIT_STRUCTURE_KPT]
reaction_kopout
[OBJECT:REACTION]
[REACTION:PREPARE_APPLE_TREES_KPT]
[NAME:prepare apple trees]
[BUILDING:LUMBERYARD:CUSTOM_A]#a for apple
[AUTOMATIC]
[SKILL:CARPENTRY]
[REAGENT:A:1:WOOD:NONE:PLANT_MAT:APPLE_HLG:RAW_APPLE_TREE]
[PRODUCT:100:1:WOOD:NONE:PLANT_MAT:APPLE_WOOD_KPT:APPLE_WOOD]
[PRODUCT:100:2:PLANT:NONE:PLANT_MAT:APPLE_FRUIT_KPT:APPLE_FRUIT_STRUCTURE_KPT]
[PRODUCT:50:1:PLANT:NONE:PLANT_MAT:APPLE_FRUIT_KPT:APPLE_FRUIT_STRUCTURE_KPT]
[PRODUCT:25:1:PLANT:NONE:PLANT_MAT:APPLE_FRUIT_KPT:APPLE_FRUIT_STRUCTURE_KPT]/code]
? After all, the former doesn't work; the latter does.
So...I assume that, unless it is a complete overhaul of the game (e.g. 23a to 40d), our raws will work. If not, we shall adapt them to work. We'll not yield to the toad-like tyrant!
When the new version comes out, are you guys going to try to revamp everything you made?
Or are you going to go at it from scratch again?
And how about leather armor for halfllings?: http://www.bay12forums.com/smf/index.php?topic=127552.msg4459378;topicseen#msg4459378
Does the apple tree reaction work now? If not, please fix before uploading. Would be super.
Anyone got anything else?
contributions. I'd really like you to include those hound and bird sounds I posted earlier.
And how about leather armor for halfllings?: http://www.bay12forums.com/smf/index.php?topic=127552.msg4459378;topicseen#msg4459378
Does the apple tree reaction work now? If not, please fix before uploading. Would be super.
Anyone got anything else?
Done, fixed.contributions. I'd really like you to include those hound and bird sounds I posted earlier.
I'm guessing you mean contributions from the wiki? Also, hound and bird sounds? Can't quite found them. I think I found the hound ones, but I'm not sure how you'd want them put together.
[APPLY_CREATURE_VARIATION:APPEARANCE_VARIABILITY_BODYSIZE_HLG]
[APPLY_CREATURE_VARIATION:APPEARANCE_VARIABILITY_HEAD_HAIR_HLG]
[COPY_TAGS_FROM:HALFLING_HLG]
[APPLY_CREATURE_VARIATION:SPECIALBEAST_VARIATION_PUTNAM]
[CV_REMOVE_TAG:MALE]
[CV_REMOVE_TAG:FEMALE]
[CV_REMOVE_TAG:CREATURE_CLASS]
[CV_REMOVE_TAG:NATURAL_SKILL]
[CV_REMOVE_TAG:CASTE]
[CV_CONVERT_TAG]
[CVCT_MASTER:ATTACK_VELOCITY_MODIFIER]
[CVCT_TARGET:300]
[CVCT_REPLACEMENT:5000]
[CVCT_TARGET:600]
[CVCT_REPLACEMENT:10000]
[APPLY_CURRENT_CREATURE_VARIATION]
I never figured out how to use that utility putnam made. Damn. I guess vyznev can do it for us.
Considering multiple races are playable and do everything, now that I think of it, replacing fort mode dialog screens with something more neutral would be desirable.
Incidentally, how did you edit that file?
That's why I'm a little miffed at the creators of the original so far to be unnamed utilities. They could have just told us how to do it instead of distributing a stupid chunk of useless binary.
fortressintro
[TITLE]A Dwarven Outpost[/TITLE]
[P]You have arrived. After a journey from the Mountainhomes into the
forbidding wilderness beyond, your harsh trek has finally
ended. Your party of seven is to make an
outpost for the glory of all of [VAR:NATIVENAME:GLOBAL:YOURCIV].
[P]There are almost no supplies left, but with stout labor
comes sustenance. Whether by bolt, plow or hook, provide
for your dwarves. You are expecting a supply caravan just before
winter entombs you, but it is Spring now.
Enough time to delve secure lodgings, ere the [VAR:NAME_PLURAL:GLOBAL:LOCAL_LARGE_PREDATOR] get hungry.
A new chapter of dwarven history begins here at this place, [VAR:NATIVENAME:GLOBAL:YOURFORT],
"[VAR:TRANSLATEDNAME:GLOBAL:YOURFORT]". Strike the earth!
my @str = unpack "C*", $str;
for my $k (0 .. $#str) {
$str[$k] = 255 - ($k % 5) - $str[$k];
}
$str = pack "C*", @str;
Should someone fix the entities so that, for example, Formic sword-users are "Swordformics" instead of Swordsmen?Swordsbugs? ;)
snip
Should someone fix the entities so that, for example, Formic sword-users are "Swordformics" instead of Swordsmen?
snip
Try decoding the invasion announcements and the caravan ones, see which variable refers to race names.
GLOBAL
CHAR
IKEY
CHOICE
LOCX
LINK
TREESREMOVED
DIPLOMACYFLAG_SUCCESS
DIPLOMACYFLAG_FAILURE
YOURCIV
YOURFORT
NULL
LOCAL_LARGE_PREDATOR
RANGE
DIPLOMAT
ASSOCIATE
ACTOR
NOBLE
ADD_FLAG
REMOVE_FLAG
NATIVENAME
TRANSLATEDNAME
TITLENAME
HISTNAME
News: Got a pm from sackhead - removing CAN_LEARN from mamaphints instead to fix these issues is okay by him. Should add natural skills to make them skilled instead.
Considering multiple races are playable and do everything, now that I think of it, replacing fort mode dialog screens with something more neutral would be desirable.
Yeah, the screenshot above was really just a test to see if it worked at all. We really should come up with something that works for any playable race. (It would also be nice to know what substitution strings work; with luck, we might be able to get, say, the name of the race inserted into the text.)Incidentally, how did you edit that file?
I made a pair of Perl scripts to convert them to plain text files and back:Spoiler: Perl scripts (click to show/hide)That's why I'm a little miffed at the creators of the original so far to be unnamed utilities. They could have just told us how to do it instead of distributing a stupid chunk of useless binary.
Agreed. So here's the meat of it:For example, here's the decoded version of data/announcement/fortressintro from vanilla DF, with one line per record:
- Each file contains a 4-byte little-endian length tag, followed by a zlib (RFC 1950) DEFLATE stream.
- The decompressed stream starts with a 4-byte count, followed by the indicated number of text records.
- Each text record starts with two little-endian length tags, first a 4-byte one and then a 2-byte one. Both contain the same value. Don't ask me why. These length tags are followed by the indicated number of bytes of text.
- Each file seems to contain at least three text records, sometimes more. The first record just repeats the name of the file, the second contains the title, and the remaining records contain the body of the announcement. There doesn't seem to be any obvious logic in how the body is split into records; I suspect the splitting points may simply correspond to manual line breaks in whatever text file these were originally generated from, and my scripts behave accordingly (i.e. they map each record to one line, and vice versa).
Code: [Select]fortressintro
[TITLE]A Dwarven Outpost[/TITLE]
[P]You have arrived. After a journey from the Mountainhomes into the
forbidding wilderness beyond, your harsh trek has finally
ended. Your party of seven is to make an
outpost for the glory of all of [VAR:NATIVENAME:GLOBAL:YOURCIV].
[P]There are almost no supplies left, but with stout labor
comes sustenance. Whether by bolt, plow or hook, provide
for your dwarves. You are expecting a supply caravan just before
winter entombs you, but it is Spring now.
Enough time to delve secure lodgings, ere the [VAR:NAME_PLURAL:GLOBAL:LOCAL_LARGE_PREDATOR] get hungry.
A new chapter of dwarven history begins here at this place, [VAR:NATIVENAME:GLOBAL:YOURFORT],
"[VAR:TRANSLATEDNAME:GLOBAL:YOURFORT]". Strike the earth!
Things to test:
- Can there be more than one DEFLATE stream per file? The presence of the length tag would allow it, but I suspect it may just be there to simplify the input code.
- What happens if the first record doesn't match the file name?
- Does the title need to be a separate record, or can it share a record with the body? What happens if you have more than one title? No title?
- What tags can we use in the body? The decoded text above shows a few, but are there more?
Ps. I just tested, and it seems the Perl scripts above can decode all the files under data/announcement, data/dipscript and data/help folders. The data/index file is also in the same format, but the strings in it have been further obfuscated somehow,and I haven't fully figured out the method yet. (Subtracting the first byte of each string from 255, the second from 254, etc. seems to be enough for the first few bytes, but then it breaks down.)
Edit: The subtraction trick works, except that after the fifth byte, you loop back to 255 again. In Perl code:Code: [Select]my @str = unpack "C*", $str;
for my $k (0 .. $#str) {
$str[$k] = 255 - ($k % 5) - $str[$k];
}
$str = pack "C*", @str;
And here's the decoded index file:Spoiler (click to show/hide)
I'm not sure how all those lines relate to each other, but I do see some modding potential here.
Wouldn't CAN_SPEAK being removed fix the problem without making them able to become mayor?
a_first
[TITLE]The Manual: Your First Adventurer[/TITLE]
Before you begin, you need to create your adventurer.
[B]
First, you choose from among the available human, dwarf and elf civilizations or choose a retired adventurer once you have one. All characters are currently associated to a human hamlet or town when they begin as those are the only ones that have fleshed-out sites. New adventurers also pick a status from among peasant, hero and demigod. The only effect of this status is to determine how powerful your character is at the beginning of the game. The status will be indicated in your introduction in legends mode.
[B]
Second, you need to select attributes and skills to improve. Among skills, most of the mental ones have no use in adventure mode currently, but kinesthetic sense and spatial sense can be used in combat. Fighter and Observer are useful skills for combat. Fighter influences your aiming chances greatly, relatively to your opponent's skill. Your weapon skill will determine your starting equipment. In the final screen you can select a name and gender for yourself.
[B]
Unless your world was somehow catastrophically depopulated, you should start in a hamlet or town with many cottages. Feel free to explore, but in order to give yourself some direction, you can talk ([IKEY:A_TALK]) to people to get information and recruit followers. The number and quality of the people that will join you depends on your overall skill and reputation. You can ask people in town for numerous tasks at a time, though you might want to avoid this to reduce clutter in your log. If somebody refers you elsewhere for a task, you can still ask for tasks again to obtain any additional tasks that person is interested in mentioning.
[B]
Once you are ready to go, you can press [IKEY:A_TRAVEL] (in friendly locations). This takes you to the travel map, where you can move more quickly to your destination. View your adventurer log ([IKEY:A_LOG]) to help you locate sites you know about or to remind you of your tasks. You cannot enter certain sites from the travel map. Stop travel ([IKEY:A_END_TRAVEL]) from the outskirts to approach these places carefully.
[B]
You'll need to eat and drink. You start with some water, and you can refill your waterskin at a river or well. Food is sold in town and you can also butcher animals that you kill in the wilderness. It is important to stay well-rested, but it is dangerous to sleep outside, especially at night. Travel with others or obtain permission to sleep in cottages or castles for the night.
[B]
If you cannot make use of the objects you find, remember that you can still sell them at towns and obtain more useful ones there. There are many currencies in use in the world, and you may find that you have to trade in some types of coins as regular objects. This devalues them significantly at this time.
[B]
Remember to check the key bindings to see a list of your options. There are many commands that were not described here.
[B]
[LINK:data/help/a_keys]Key Bindings[/LINK]
Adventurer already has a full control listing.
K. Putnam, when you have the time, sugg fixes:Already fixed the tea plant color issues; I might as well fix the other things.
- Change tea plant color to something less awesome than "purple on bright magenta background"
- Remove alchemy testing reactions
- Halfling top hats should be [SHAPED] so you can't wear several at once, that doesn't really make sense the same way as being able to wear a waistcoat under a tailcoat does.
I got in touch with Godlysockpuppet and Lost in Nowhere. Godlysockpuppet will skip. Lost in Nowhere is ready to take his turn. If you read this, your turn starts now. Hf :)
NINJEDIT: Wait, no actual leather armor? Just the ability to make their normal clothes out of leather? That's not much protection. Some actual armor, set to be thicker than a coat, would be nice.
Well, if I added a cap I'd prefer it to be something like 10 or 15, as they were optimized with medium-large worlds in mind. A better solution might be to lower the littersize of their breeding "halfling" castes.
I've never seen Lizardfolk, or anyone else, do that. Strategically, it would actually be better to space forts out and have some within the rest of the territory, but it is most curious. Please upload the save, I want to see these "Great Walls"
I guess it could be due to chance. The mentioned five trials were "Create New World!", all other settings unadjusted, size medium.
There's also one more factor that affects it. I typically aim for "pangaea" style worlds for easy adventuring and reject ones with separate islands and continents manually. This may weigh down civilizations that go to war (?).
Just took a look at all our weapons-grade materials. The cheapest I could find is lunanium, with a material value of 14...in vanilla, Iron and Silver have values of 10...
...
...
Did no one pay attention to this? I'm going to say 'screw it' to running the lizardfolk turn, and instead get some cheap, weapons-grade materials made for this.
Just took a look at all our weapons-grade materials. The cheapest I could find is lunanium, with a material value of 14...in vanilla, Iron and Silver have values of 10...
...
...
Did no one pay attention to this? I'm going to say 'screw it' to running the lizardfolk turn, and instead get some cheap, weapons-grade materials made for this.
No, materials being more expensive than vanilla is intentional at least for my part. Feel free to change that.
@ZTG Please make iron and copper. We sorely need some standard materials, to give context to the others.
I mean I don't see any way you can criticize lizardman contact poison and have this.
Just took a look at all our weapons-grade materials. The cheapest I could find is lunanium, with a material value of 14...in vanilla, Iron and Silver have values of 10...
...
...
Did no one pay attention to this? I'm going to say 'screw it' to running the lizardfolk turn, and instead get some cheap, weapons-grade materials made for this.
No, materials being more expensive than vanilla is intentional at least for my part. Feel free to change that.
I realize that it would be difficult to gain meteoric iron makes sense. The other metals being rare finds or hard to make - makes sense. No one making a single cheap, maybe piece of s*** metal - What the?!?@ZTG Please make iron and copper. We sorely need some standard materials, to give context to the others.
I would say yes to the copper, but no to the iron. I'll add cobalt instead, along with a few bastardizations of periodic table elements.I mean I don't see any way you can criticize lizardman contact poison and have this.
When was this, by the way?
Okay.
So, sorry to be so hard on the adherents. After some experience adventuring with one as my companion I'm now taking a closer look... 100% chance to inflict unconsciousness and bleeding from the brain at will? That they can keep chaining so it continues forever, having a shorter wait period than effect? Instantly killing any adventurer that goes against them? That may be "resistable" in theory but works against storm dragons in arena in practice?
I just had a gifted adherent take out 4 storm dragons. Considering earlier the thought was that if something can take out a megabeast consistently it should be a megabeast... Are you sure that's balanced? I mean I don't see any way you can criticize lizardman contact poison and have this.
I guess you have a point. But we could do with some familiar materials. :P
Lizardman blood being contact poison was removed in HugoL bugfix because it lead to no creature having a higher than 50% chance of survival from fighting a single lizardman (even ones that don't breathe end up being paralyzed forever, and this works on massive megabeasts too). This is a game where blood spatters everywhere. Thought you knew.
If you want to make it a contact poison again, it should probably have a weaker effect. People pretty much agreed it was too much.
It's not like lizardfolk where they'd ambush you and you couldn't defend yourself without poisoning yourself. They're utterly passive, no bandits, and their ethics don't allow them to start wars, only to defend themselves. True it should be harder to recruit them, but we have yet to figure out a way.
I guess you have a point. But we could do with some familiar materials. :P
Lizardman blood being contact poison was removed in HugoL bugfix because it lead to no creature having a higher than 50% chance of survival from fighting a single lizardman (even ones that don't breathe end up being paralyzed forever, and this works on massive megabeasts too). This is a game where blood spatters everywhere. Thought you knew.
If you want to make it a contact poison again, it should probably have a weaker effect. People pretty much agreed it was too much.
...You couldn't have at least f****** pm'ed me before you did so to make sure I knew!?!? I would have been f****** open to allowing people to change it, and would have made the changes myself, if someone f****** told me! [/rant]
How the hell do they have metal spears? Are you sure that's not an adventurer? They have neither metal nor any weapons permitted in their entity file. I think something happened to the raws you're using, they're producing much different results than mine.
About iron: we've already got meteoric iron, which is far too common (and deep) than any meteor has a right to be. In it's current state it's not very meteoric. I think we should have some regular iron (with a single kind of ore), and make meteoric iron use gem behavior, so it shows up uncommonly as relatively "meteor" sized clusters within most kinds of rock.
Well, we apologize. We were having trouble hearing from people when we did it, so we went with "ask for forgiveness rather than permission, we need to get this done quickly."
Now that we do have time, and you've heard about it, we can figure something better out.
The whole blood thing worked differently in adventure mode, because something that takes months in fort mode can happen in 2 days or less in Adventure mode. A certainly fatal contact syndrome from hostiles with the potential to show up in dozens, without any provocation, seems a bit much, though. Maybe a fatal syndrome from drinking their blood, and blisters or nausea from contact?
No need to get all mad. You yourself state you were busy. It's really hard to get a hold of busy people, people even leave these forums all the time, and this needs to go forward to ever make completion, whatever that is. So we change things and then when you scream, we can change them back. These things aren't permanent and they're not finalized, nor personal.
Also halfling caravan frequency was already found annoying when it was 3x/years so 4x is just worse :P
So how about both a nerf to their unconsciousness abilities and a reduction of the frequency of their visits, both?
Well, we apologize. We were having trouble hearing from people when we did it, so we went with "ask for forgiveness rather than permission, we need to get this done quickly."
That, honestly, is never a good policy.
How would you make a creature light stuff on fire in general, such as cloth and wood items (Equipped and not)?
Also, how do you find world populations?
@Halfling
How about you use the middle ground? What I mean by this is that you complete the change, but inform the modder you are doing so, in order for them to know it has actually happened, rather than the person coming back in anger of how they were never informed that something of theirs was removed/changed without contacting them.
So I asked Laula about it by PM and he says it's fine to change them. Specifically to change them to anything that looks "non-ugly". How about a grey background for all stone tiles, or anyone have a better idea?Gray backgrounds work for ores, but it would look a tad queer for a rock such azurine. By the by, has anyone made an obsidian-esque stone yet? If not, I have plans for one.
The current lava stone is still "rock" (ROCK_HLG), originally intended as a placeholder in this role, so feel free to make another and remove this.All right then:
inorganic_gnorm
[OBJECT:INORGANIC]
[INORGANIC:OBSIDIAN_GNORM][LAVA]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE_HLG]
[MELTING_POINT:14000]
[BOILING_POINT:17520]
[STATE_NAME_ADJ:ALL_SOLID:blue obsidian]
[TILE:177][DISPLAY_COLOR:1:1:1]
[MAX_EDGE:20000]
[MATERIAL_VALUE:3]
[MELTING_POINT:13000]
[SOLID_DENSITY:3000]
[IGNEOUS_EXTRUSIVE][IGNEOUS_INTRUSIVE][METAMORPHIC]
[IS_STONE]
[SYNDROME]
[SYN_NAME:lizardfolk blood poisoning]
[SYN_AFFECTED_CLASS:ORGANIC]
[SYN_IMMUNE_CLASS:POISON_IMMUNE]
[SYN_IMMUNE_CLASS:SWAMP_DWELLER]
[SYN_CONTACT]
[CE_BLISTERS:SEV:100:PROB:50:RESISTABLE:SIZE_DILUTES:START:0:PEAK:34800:END:72000]
[CE_NAUSEA:SEV:10:PROB:20:RESISTABLE:SIZE_DILUTES:START:0:PEAK:36000:END:72000]
[SYNDROME]
[SYN_NAME:lizardfolk blood poisoning]
[SYN_AFFECTED_CLASS:ORGANIC]
[SYN_IMMUNE_CLASS:POISON_IMMUNE]
[SYN_IMMUNE_CLASS:SWAMP_DWELLER]
[SYN_INGESTED]
[CE_PARALYSIS:SEV:1000:PROB:100:RESISTABLE:SIZE_DILUTES:START:0:PEAK:36000]
[CE_VOMIT_BLOOD:SEV:1000:PROB:100:RESISTABLE:SIZE_DILUTES:START:0:PEAK:36000]
[CE_NECROSIS:SEV:1000:PROB:100:RESISTABLE:SIZE_DILUTES:START:0:PEAK:36000]
How's this for a modification of the syndrome? Contact: Nothing Major. Ingested: You are freaking screwed. There's going to be a far weaker ingested for the dragonkin.Code: [Select][SYNDROME]
[SYN_NAME:lizardfolk blood poisoning]
[SYN_AFFECTED_CLASS:ORGANIC]
[SYN_IMMUNE_CLASS:REPTILE]
[SYN_CONTACT]
[CE_BLISTERS:SEV:100:PROB:50:RESISTABLE:SIZE_DILUTES:START:0:PEAK:34800:END:72000]
[CE_NAUSEA:SEV:10:PROB:20:RESISTABLE:SIZE_DILUTES:START:0:PEAK:36000:END:72000]
[SYNDROME]
[SYN_NAME:lizardfolk blood poisoning]
[SYN_AFFECTED_CLASS:ORGANIC]
[SYN_IMMUNE_CLASS:REPTILE]
[SYN_INGESTED]
[CE_PARALYSIS:SEV:1000:PROB:100:RESISTABLE:SIZE_DILUTES:START:0:PEAK:36000]
[CE_VOMIT_BLOOD:SEV:1000:PROB:100:RESISTABLE:SIZE_DILUTES:START:0:PEAK:36000]
[CE_NECROSIS:SEV:1000:PROB:100:RESISTABLE:SIZE_DILUTES:START:0:PEAK:36000]
Seems okay for balance as far as you can tell without playtesting, but because the paralysis probably instakills you with 100% prob if you go and drink the blood, the rest seems a little superfluous :P
@Gnorm, why is the lava stone also sedimentary and metamorphic and occurs in ocean floors (ie. everywhere, rather than just volcanic areas)?That was my mistake; I'll fix that.
Okay. Found a monastery. They don't have spears, they just take them from the enemy. So that was my bad.I agree with reducing their visits (how about to Winter only?), but...
Food for thought: they may (I'd say will) kill asiege(forgot about sieges blocking caravans) or a megabeast if they arrive at the same time. If they bring a gifted adherent they kill anything in the game. This is standard behavior for caravans. They may pick up equipment on the map. If they're unable to leave, or sometimes due to a bug fail to path correctly, they may go berserk as merchants sometimes do and cause a lot of trouble, more so than anything else.
Furthermore I just feel that in an open world game something being able to unavoidably instakill you, like these will an adventurer, is bad game design. It's kind of like a forced choice; an invisible wall. You're not supposed to go there. Something being massively hard is okay, literally impossible is not really.
...
So how about both a nerf to their unconsciousness abilities and a reduction of the frequency of their visits, both?
About iron: we've already got meteoric iron, which is far too common (and deep) than any meteor has a right to be. In it's current state it's not very meteoric. I think we should have some regular iron (with a single kind of ore), and make meteoric iron use gem behavior, so it shows up uncommonly as relatively "meteor" sized clusters within most kinds of rock.
Too common? I prefer to see it as the gods decided to throw a f***ton of meteors at the place and see what happened. The moon that causes syndromes is just the debris that got shot up high enough, and the gods decided to make it not look like a mistake.
PS: I have never, EVER seen anyone but the player actually pick up an item in adventure mode, and never seen non-player units in fort mode pick up weapons lying around, so I'm still skeptical of the claim that they're grabbing spears. It's quite odd and puzzling.
I imagined they'd be like one monastery of a few people that you explore, admire and don't go challenging, comparable to a vanilla tower and necromancers, not regular players in the game.
Yeah, the only explaination I can think of is that is wrestled the spear away. I was referring to picking up weapons, though, not wresting them from their wielders. Never seen other units in adventure mode or fort mode pick them up off the ground. Not ever. So they wont arrive with weapons, and won't get them unless they just happen to grapple with a unit, by the weapon itself.
Not accusing you of hacking or photoshopping, because why would you, I was just confused as to what I was seeing.I imagined they'd be like one monastery of a few people that you explore, admire and don't go challenging, comparable to a vanilla tower and necromancers, not regular players in the game.
This was the intent. I don't know why they're appearing en masse in your worlds, but ideally there should only be 1-2 monasteries in a small world, and 5-10 in a large one.
I'd hardly call them a frequent gameplay element, nor is that the intent. They send a tiny caravan (soon only in the Winter), sell practically nothing, and otherwise can only be encountered by visiting their remote sites. Their only purpose in fort mode right now is so people can see them, and pick on them if they feel like it. They don't even do much in history, just sit there and try to defend themselves against monster rampages.
Even as is, they're not really intrusive to the game experience. They don't even have siege tokens right now, so I'm not sure if you even can pick a fight with them in fort mode.
By the way, has someone made a civilization for the dragonkin, yet? I gave permission for anyone to do so, but I don't know if anyone has.Well it's not on the latest version, I haven't seen it mentioned, and no one else replied so I assume they either PMed you (based on the last few days that ain't likely) or are waiting to see if someone did make it and didn't mention it/was forgotten to crop up. So I assume no one has.
Hey, Hugo and Halfling, you're forgetting something when you say they are non-hostile: because of a tag for civilization fluff, Lizardfolk have everyone hostile to them (I had added that to simulate other civilizations snatching lizardfolk children to raise the proud warriors for their army). You cannot say "This civilization is never hostile to you, the player" because the Lizardfolk break that paradigm.
As to "common metals", You guys already have lots of big bugs in your world, why not set up a workshop to boil chitin into resin ingots, then do "resin molding" using numbers of remelted ingots poured into whatever mold you want to make out of sand or dirt or clay? Shields, armors, furniture and mechanisms could be made this way quite well without having to dig it out of the ground.
We know the wiki is often unreliable on anything more esoteric. The lizardmen need more playtesting anyway, it's two birds with one stone. Any reports will be featured ;P
Files changed and added for cheap metals and the syndromes (http://dffd.wimbli.com/file.php?id=8014)
Lowering all the triggers to zero would just make them never do anything.
Lowering all the triggers to zero would just make them never do anything.
I meant zero value, not zero number :P But upon closer inspection that disables the trigger rather than setting it to minimum. Let's pretend I said "one".
@ZtG, looking forward to results. It's up to Putnam or Lost to add on their judgment. But on their behalf it would help if you gave a summary of all the changes, since that's a lot more files than just metals and a syndrome.
I don't think [POISON_IMMUNE] is such a good idea, since an organic creature can hardly be immune to all kinds of toxicity. Using the classifications probably makes more sense. [SWAMP_DWELLER], for instance, could make stuff from the swamp be immune to poisons from the swamp (like those of other swamp dwellers), but other creatures could have poisons they're not adapted to resist, and there's still stuff like radioactivity, or cyanide, or arsenic.
I did a hack-intensive test on the Adherents. As lizardfolk, I embarked directly on a monastery, outside the walls so I don't get attacked. Then I used DFhack to force a siege from them. Instant loyalty cascade, they turned each other berserk and just stayed put blasting themselves. Then I used slayrace. Oddly enough, they appear to dissolve into smoke when killed, except for the fleshy acolytes.
While fun, what does that test? :P
What would a POISON_IMMUNE creature class be good for? Supernatural Creatures, such as angels and demons, for one.It's redundant. If you don't want a poison to affect those, just give it [SYN_IMMUNE_CLASS:ANGEL], or [SYN_IMMUNE_CLASS:SPIRIT].
What would a POISON_IMMUNE creature class be good for? Supernatural Creatures, such as angels and demons, for one.It's redundant. If you don't want a poison to affect those, just give it [SYN_IMMUNE_CLASS:ANGEL], or [SYN_IMMUNE_CLASS:SPIRIT].
@Zanz: except you'd have to go back and add it to every single syndrome. If you want something completely unpoisonable, make it [CREATURE_CLASS:INORGANIC]. Why classify them as organic if they're not affected by things that only affect organics?
I'm not too keen on fixing the bugs of previous versions. Little quirks and glitches are what makes occasionally revisiting past versions of games fun.
Why bother fixing previous releases?Somebody might want to try playing them, too. Or I suppose somebody might want to fork them and try taking them in some different direction. Or maybe not, but it could happen.
Why bother fixing previous releases?Somebody might want to try playing them, too. Or I suppose somebody might want to fork them and try taking them in some different direction. Or maybe not, but it could happen.
At least I'd say that's true for Halfling's original "version 0" minimal raws, which really do play quite differently to the later, more diverse versions, and which also make a nice potential starting point for other mods. Certainly I think those at least should have any applicable bugfixes backported to them (and I think they actually pretty much do have that). The other versions, I suppose, aren't that critical -- as Gnorm notes, the glitches might be considered a valid "historical" element.
I've talked with Halfling, and he's basically said he'd be OK with using this repo as the official place for publishing our raws from now on, obviously assuming that it works and meets our needs.
I've been working on a new race for when my turn comes around, and I was wondering what the [SPECIAL_BURIAL] token does. The wiki has no mention of it.I know, it's annoying.
How would one - for the sake of argument - add such undead creatures into the game?I've been working on a new race for when my turn comes around, and I was wondering what the [SPECIAL_BURIAL] token does. The wiki has no mention of it.I know, it's annoying.
I think it allows mummies, but they wouldn't be in this version, because nobody added them.
Or maybe it just means they are given special tombs.
If the game comes up with a corrupt compressed file error, replace kingarrival with a vanilla one. I had no opportunity to test it, since it's not exactly the easiest thing to test.
My fortressintro isn't blank...
[CREATURE:SLIME_RED_LIN]
[NAME:red slime:red slimes:red slime]
[CASTE_NAME:red slime:red slimes:red slime]
[DESCRIPTION:A small, red slime that inhabit the depths of the earth. They use their heat to digest their victims.]
[CREATURE_TILE:'s'][COLOR:4:0:1][GLOWCOLOR:4:0:1][GLOWTILE:'s']
[FREQUENCY:50][BIOME:SUBTERRANEAN_LAVA][UNDERGROUND_DEPTH:4:4]
[EXTRAVISION][NOBREATHE][MAGMA_VISION][FIREIMMUNE][IMMOLATE][SWIMS_INNATE][SWIM_SPEED:1100]
[LIKES_FIGHTING][AMPHIBIOUS][NOPAIN][NOFEAR][CARNIVORE][LIGHT_GEN]
[DIURNAL][MUNDANE][BENIGN][CHILD:0][GENERAL_CHILD_NAME:red slime:red slimes][PET_EXOTIC]
[POPULATION_NUMBER:50:80][CLUSTER_NUMBER:8:12]
[MAXAGE:40:50]
[BODY_SIZE:18000]
[BODY_SIZE:0:0:2600]
[BODY_SIZE:0:100:9400]
[BODY_SIZE:1:0:18000]
[BODY_SIZE:5:0:24000]
[BODY_SIZE:10:0:38000]
[BODY_SIZE:50:0:70000]
[BODY:1PBODY_BRAIN_LIN]
[BODY_DETAIL_PLAN:SLIME_MATERIALS_LIN]
[SELECT_MATERIAL:SLIME]
[STATE_COLOR:ALL_SOLID:RED]
[STATE_COLOR:LIQUID:RED]
[STATE_COLOR:GAS:RED]
[HEATDAM_POINT:NONE]
[IGNITE_POINT:NONE]
[BOILING_POINT:NONE]
[MAT_FIXED_TEMP:13000]
[SELECT_MATERIAL:MEMBRANE]
[STATE_COLOR:ALL_SOLID:VERMILION]
[STATE_COLOR:LIQUID:VERMILION]
[STATE_COLOR:GAS:VERMILION]
[HEATDAM_POINT:NONE]
[IGNITE_POINT:NONE]
[MELTING_POINT:NONE]
[BOILING_POINT:NONE]
[MAT_FIXED_TEMP:13000]
[SELECT_MATERIAL:NERVE_TISSUE]
[HEATDAM_POINT:NONE]
[IGNITE_POINT:NONE]
[MELTING_POINT:NONE]
[BOILING_POINT:NONE]
[MAT_FIXED_TEMP:13000]
[BODY_DETAIL_PLAN:SLIME_TISSUES_LIN]
[BODY_DETAIL_PLAN:SLIME_LAYERS_LIN]
[CREATURE_CLASS:ALL][CREATURE_CLASS:SLIME][CREATURE_CLASS:INVERTEBRATE][CREATURE_CLASS:ORGANIC]
[CASTE:MALE]
[MALE]
[CASTE:FEMALE]
[FEMALE]
[LITTERSIZE:20:40]
Currently, the only time anything lights on fire is when you pick up a piece of its corpse. Then you combust and start melting.
Plus, there's no way to make anything react with anything else right now. Especially not water. They only thing that can trigger explosions is flash-boiling caused by immolation.Not true. HARDENS_WITH_WATER lets a material become a different one on contact with water. This can include a material that immediately boils into a burning hot vapour.
Also I'm pretty sure I've seen Putnam use this sort of thing in his science mod before.
[USE_MATERIAL_TEMPLATE:SLIME_EXPLODING:SLIME_TEMPLATE_LIN]
[STATE_COLOR:ALL_SOLID:RED]
[STATE_COLOR:LIQUID:RED]
[STATE_COLOR:GAS:RED]
[HEATDAM_POINT:NONE]
[IGNITE_POINT:12000]
[BOILING_POINT:12000]
[MAT_FIXED_TEMP:13000]
[SELECT_MATERIAL:SLIME]
[STATE_COLOR:ALL_SOLID:RED]
[STATE_COLOR:LIQUID:RED]
[STATE_COLOR:GAS:RED]
[HEATDAM_POINT:NONE]
[IGNITE_POINT:NONE]
[BOILING_POINT:NONE]
[HARDENS_WITH_WATER:LOCAL_CREATURE_MAT:SLIME_EXPLODING]
There was something else I was thinking of, but I forgot...*** Error(s) finalizing the reaction LIZARDKIN_19_ZTG
Unrecognized Inorganic Token: ZIRECON_LKR
New idea: those are one of the sources of the gnome's accelerant for their firearms.Thy idea hast received mine official approval.
Also, is there a way to get a race that is immune to certain syndromes?
When are the bug-fixes for Putnam's turn due to be released?
REAGENT:TOOL:CUSTOM_TOOL:MATERIAL:SUBTYPEWhat do I define as the material and the subtype?
Another game I was waiting for for months came out earlier this week...
REAGENT:TOOL:CUSTOM_TOOL:MATERIAL:SUBTYPEWhat do I define as the material and the subtype?
Do they have [CRAZED]?No, and they have [EQUIP] and are allowed to do all important professions.
Do they have [CRAZED]?No, and they have [EQUIP] and are allowed to do all important professions.
I know for a fact that they can grasp
I know for a fact that they can grasp, and they have the [INTELLIGENT] token. Isn't it unnecessary and redundant to add [CAN_SPEAK], or is only having the aforementioned intelligent token hindering me?
Play adventure or Arena with one. Can they pick things up?They work fine in Adventurer, and will fish in Fortress Mode, but they will not cut down trees or dig.
Fishing doesn't require graspers.I assure you that they do, indeed, have thought.
Do they have thought?
...
[INTELLIGENT]
[HAS_NERVES]
[BENIGN]
[CANOPENDOORS]
...
[BODY:CORE_HLG:BACK_LEGS_HLG:ARMS_HLG:EXTERNAL_EARS_HLG:TEETH_HLG:EXTERNAL_GEARS]
[BODY_DETAIL_PLAN:CORE_MATERIALS_HLG]
[BODY_DETAIL_PLAN:CORE_TISSUES_HLG]
[BODY_DETAIL_PLAN:TEETH_HLG]
[BODY_DETAIL_PLAN:CORE_LAYERS_HLG]
[BODY_DETAIL_PLAN:BACK_LEGS_LAYERS_HLG]
[BODY_DETAIL_PLAN:ARMS_LAYERS_HLG]
[BODY_DETAIL_PLAN:EXTERNAL_EARS_LAYERS_HLG]
[BODY_DETAIL_PLAN:HAIR_HLG]
[BODY_DETAIL_PLAN:HAIR_ON_HEAD_HLG]
[BODY_DETAIL_PLAN:GEAR_MATERIALS_GNORM]
[BODY_DETAIL_PLAN:GEAR_TISSUES_GNORM]
[BODY_DETAIL_PLAN:GEAR_LAYERS_GNORM]
[BODYGLOSS:TWOLEGS_HLG]
[TENDONS:LOCAL_CREATURE_MAT:TENDON:400]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[LIGAMENTS:LOCAL_CREATURE_MAT:TENDON:400]
[APPLY_CREATURE_VARIATION:PUNCH_HLG]
[APPLY_CREATURE_VARIATION:KICK_HLG]
[APPLY_CREATURE_VARIATION:APPEARANCE_VARIABILITY_HEAD_HAIR_HLG]
[APPLY_CREATURE_VARIATION:APPEARANCE_VARIABILITY_EYE_COLOR_HLG]
[APPLY_CREATURE_VARIATION:APPEARANCE_VARIABILITY_SKIN_COLOR_HLG]
[CREATURE_CLASS:ALL]
[CREATURE_CLASS:HUMANOID]
[CREATURE_CLASS:MAMMAL]
[CREATURE_CLASS:VERTEBRATE]
[CREATURE_CLASS:MACHINE]
[BODY_SIZE:17250]
[BODY_SIZE:0:0:1850]
[BODY_SIZE:1:168:8000]
[BODY_SIZE:20:0:17250]
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:100:108:115:121:130:145]
[BODY_APPEARANCE_MODIFIER:BROADNESS:70:75:81:88:90:94:99]
[MAXAGE:140:165]
...
[DIURNAL]
[EQUIPS]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
...
...
[CIV_CONTROLLABLE]
[ADVENTURE_TIER:7]
[OUTDOOR_WOOD]
...
[STONE_PREF]
[GEM_PREF]
[METAL_PREF]
[SIEGER]
[INVADERS_IGNORE_NEUTRALS]
[CURRENCY_BY_YEAR]
[CURRENCY:AERESIUMITE_LKR:1]
[CURRENCY:CELESTIUM_METAL_STL:15]
[USE_GOOD_ANIMALS]
[USE_GOOD_PLANTS]
[USE_GOOD_WOOD]
[COMMON_DOMESTIC_MOUNT]
[COMMON_DOMESTIC_PACK]
[COMMON_DOMESTIC_PULL]
[RIVER_PRODUCTS]
[EQUIPMENT_IMPROVEMENTS]
[INDOOR_WOOD]
[OUTDOOR_WOOD]
[USE_MISC_PROCESSED_WOOD_PRODUCTS]
...
[USE_ANIMAL_PRODUCTS]
[START_BIOME:ANY_FOREST]
[BIOME_SUPPORT:ANY_DESERT:5]
[BIOME_SUPPORT:ANY_FOREST:5]
[BIOME_SUPPORT:ANY_RIVER:1]
[DEFAULT_SITE_TYPE:CAVE_DETAILED]
[LIKES_SITE:CAVE_DETAILED]
[LIKES_SITE:CITY]
[WORLD_CONSTRUCTION:ROAD]
[WORLD_CONSTRUCTION:BRIDGE]
[START_GROUP_NUMBER:25]
[MAX_POP_NUMBER:16320]
[MAX_SITE_POP_NUMBER:625]
[MAX_STARTING_CIV_NUMBER:7]
[BUILDS_OUTDOOR_FORTIFICATIONS]
[BUILDS_OUTDOOR_TOMBS]
[SCOUT]
[BEAST_HUNTER]
[PROGRESS_TRIGGER_POPULATION:2]
[PROGRESS_TRIGGER_PRODUCTION:3]
[PROGRESS_TRIGGER_TRADE:3]
[PROGRESS_TRIGGER_POP_SIEGE:3]
[PROGRESS_TRIGGER_PROD_SIEGE:3]
[PROGRESS_TRIGGER_TRADE_SIEGE:4]
[ACTIVE_SEASON:WINTER]
[EQUIPMENT_IMPROVEMENTS]
[MERCHANT_BODYGUARDS]
[DIPLOMAT_BODYGUARDS]
[WILL_ACCEPT_TRIBUTE]
[BANDITRY:20]
[UNDEAD_CANDIDATE]
[RELIGION:PANTHEON]
[RELIGION_SPHERE:FORTRESSES]
[RELIGION_SPHERE:JEWELS]
[RELIGION_SPHERE:METALS]
[RELIGION_SPHERE:WEALTH]
[ETHIC:KILL_ENTITY_MEMBER:JUSTIFIED_IF_SELF_DEFENSE]
[ETHIC:KILL_NEUTRAL:JUSTIFIED_IF_EXTREME_REASON]
[ETHIC:KILL_ENEMY:ONLY_IF_SANCTIONED]
[ETHIC:KILL_ANIMAL:REQUIRED]
[ETHIC:KILL_PLANT:REQUIRED]
[ETHIC:TORTURE_AS_EXAMPLE:JUSTIFIED_IF_GOOD_REASON]
[ETHIC:TORTURE_FOR_INFORMATION:ONLY_IF_SANCTIONED]
[ETHIC:TORTURE_FOR_FUN:SHUN]
[ETHIC:TORTURE_ANIMALS:PERSONAL_MATTER]
[ETHIC:TREASON:PUNISH_CAPITAL]
[ETHIC:OATH_BREAKING:PUNISH_CAPITAL]
[ETHIC:LYING:JUSTIFIED_IF_EXTREME_REASON]
[ETHIC:VANDALISM:PUNISH_SERIOUS]
[ETHIC:TRESPASSING:PUNISH_SERIOUS]
[ETHIC:THEFT:PUNISH_CAPITAL]
[ETHIC:ASSAULT:PUNISH_SERIOUS]
[ETHIC:SLAVERY:REQUIRED]
[ETHIC:EAT_SAPIENT_OTHER:PUNISH_CAPITAL]
[ETHIC:EAT_SAPIENT_KILL:PUNISH_CAPITAL]
[ETHIC:MAKE_TROPHY_SAME_RACE:PUNISH_CAPITAL]
[ETHIC:MAKE_TROPHY_SAPIENT:PUNISH_CAPITAL]
[ETHIC:MAKE_TROPHY_ANIMAL:ACCEPTABLE]
[PERMITTED_JOB:MECHANIC]
[PERMITTED_JOB:MINER]
[PERMITTED_JOB:PLANTER]
[PERMITTED_JOB:HERBALIST]
[PERMITTED_JOB:FURNACE_OPERATOR]
[PERMITTED_JOB:STRAND_EXTRACTOR]
[PERMITTED_JOB:BREWER]
[PERMITTED_JOB:BOWYER]
[PERMITTED_JOB:WOODCUTTER]
[PERMITTED_JOB:CARPENTER]
[PERMITTED_JOB:BLACKSMITH]
[PERMITTED_JOB:WEAPONSMITH]
[PERMITTED_JOB:ARMORER]
[PERMITTED_JOB:METALCRAFTER]
[PERMITTED_JOB:MASON]
[PERMITTED_JOB:ANIMAL_CARETAKER]
[PERMITTED_JOB:ANIMAL_TRAINER]
[PERMITTED_JOB:TRAPPER]
[PERMITTED_JOB:WOODCRAFTER]
[PERMITTED_JOB:STONECRAFTER]
[PERMITTED_JOB:LEATHERWORKER]
[PERMITTED_JOB:BONE_CARVER]
[PERMITTED_JOB:WEAVER]
[PERMITTED_JOB:CLOTHIER]
[PERMITTED_JOB:FISHERMAN]
[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:SOAP_MAKER]
[PERMITTED_JOB:POTASH_MAKER]
[PERMITTED_JOB:LYE_MAKER]
[PERMITTED_JOB:CLERK]
[PERMITTED_JOB:ADMINISTRATOR]
[PERMITTED_JOB:TRADER]
[PERMITTED_JOB:ARCHITECT]
[PERMITTED_JOB:GLAZER]
[PERMITTED_JOB:POTTER]
[PERMITTED_JOB:PRESSER]
[PERMITTED_JOB:BEEKEEPER]
[PERMITTED_JOB:WAX_WORKER]
[PERMITTED_JOB:GLASSMAKER]
[PERMITTED_JOB:WOOD_BURNER]
[PERMITTED_JOB:DIAGNOSER]
[PERMITTED_JOB:BONE_SETTER]
[PERMITTED_JOB:SUTURER]
[PERMITTED_JOB:SURGEON]
[PERMITTED_JOB:JEWELER]
[ARMOR:DRESS_SHIRT_HLG:COMMON]
[SHOES:BOOTS_CLOTHING_STL:COMMON]
[ARMOR:OVERCOAT_GNORM:COMMON]
[PANTS:TROUSERS_GNORM:COMMON]
[HELM:HOMBURG_GNORM:COMMON]
[ARMOR:LEATHER_TAILCOAT_HLG:UNCOMMON]
[ARMOR:LEATHER_WAISTCOAT_HLG:UNCOMMON]
[HELM:LEATHER_TOP_HAT_HLG:UNCOMMON]
[SHOES:LEATHER_ARMOR_BOOTS_HLG:UNCOMMON]
[GLOVES:LEATHER_ARMOR_GLOVES_HLG:UNCOMMON]
[ARMOR:GEAR_ARMOR:COMMON]
[PANTS:GEAR_LEGGINGS:COMMON]
[GLOVES:GEAR_GAUNTLET:COMMON]
[SHOES:GEAR_BOOTS:COMMON]
[HELM:GEAR_HELM:COMMON]
[SHOES:BOOTS_CLOTHING_STL:COMMON]
[WEAPON:PISTOL_SWORD_GNORM]
[WEAPON:METAL_WHIP_GNORM]
[WEAPON:METAL_AXE_GNORM]
[WEAPON:ITEM_WEAPON_LANCE_STL]
[WEAPON:ITEM_WEAPON_SCIMITAR_STL]
[DIGGER:ITEM_WEAPON_PICK_STL]
[WEAPON:SMALL_HATCHET_HLG]
[AMMO:BULLET_GNORM]
[SHIELD:METAL_SHIELD_GNORM]
[TOOL:GEAR_GNORM]
[TOOL:ITEM_TOOL_WHEELBARROW]
[TOOL:ITEM_TOOL_HIVE]
[TOOL:ITEM_TOOL_HONEYCOMB]
[TOOL:ITEM_TOOL_NEST_BOX]
[TOOL:ITEM_TOOL_JUG]
[TRAPCOMP:ITEM_TRAPCOMP_ENORMOUSCORKSCREW]
[PERMITTED_REACTION:FORGE_CLOCKWORK_ARMOR_GNORM]
[PERMITTED_REACTION:FORGE_CLOCKWORK_LEGGINGS_GNORM]
[PERMITTED_REACTION:FORGE_CLOCKWORK_BOOTS_GNORM]
[PERMITTED_REACTION:FORGE_CLOCKWORK_GAUNTLET_GNORM]
[PERMITTED_REACTION:FORGE_CLOCKWORK_HELM_GNORM]
[PERMITTED_REACTION:FORGE_PISTOL_SWORD_GNORM]
[PERMITTED_REACTION:FORGE_METAL_WHIP_GNORM]
[PERMITTED_REACTION:FORGE_METAL_AXE_GNORM]
[PERMITTED_REACTION:FORGE_METAL_SHIELD_GNORM]
[PERMITTED_REACTION:BREW_HONEYWINE_STL]
[PERMITTED_REACTION:EXTRACT_CELESTIUM_STL]
[PERMITTED_REACTION:CAST_CRUDE_ANVIL_HLG]
[PERMITTED_REACTION:TAN_A_HIDE_HLG]
[PERMITTED_REACTION:ADD_SHOVEL_TIP_TO_CUDGEL_HLG]
[PERMITTED_REACTION:IRIDIUM_MAKING_STAGE1_LKR]
[PERMITTED_REACTION:IRIDIUM_MAKING_STAGE2_LKR]
[PERMITTED_REACTION:COAL_TO_COKE_SKH]
[PERMITTED_REACTION:PREPARE_APPLE_TREES_KPT]
[PERMITTED_REACTION:DRY_LEAVES_PURPLE_REM]
[PERMITTED_REACTION:CHURN_BUTTER_PUTNAM]
[PERMITTED_REACTION:MAKE_CHEESE_PUTNAM]
[PERMITTED_REACTION:MAKE_MILK_PUTNAM]
[PERMITTED_BUILDING:LUMBERYARD]
[PERMITTED_BUILDING:PEAT_TO_COKE_SKH]
[PERMITTED_BUILDING:ARMORY]
[PERMITTED_BUILDING:ARSENAL]
...
How many embarks have you tried? Does it happen every time?Every time; any explanation?
So they will move materials. They can do some things that require objects in fort mode. Will they haul?Thus far, I've only experimented with stone, though they seem to be perfectly capable with it.
Uh, wow. You have a good eye. I welcome these fixes.
[MATERIAL_TEMPLATE:HAIR_TEMPLATE_HLG] Hair and feathers are both made of keratin, sure, but the layer should not be more protective than skin.
It's not unheard of. Check the body, that the following are in order:
- All limbs are connected and the brain exists and is connected
- Tissues have appropriate tokens
- No tissue error has caused any part to be made of nonexistent materials
Post all raws for more eyes to see. So far I would say pretty much every intractable problem with creatures has been due to silly mistakes that the creator just missed.
Any objections?None to switching all current types of wood to the new template. I will, however, say that I personally liked the wood gems, and found them a quaint part of this mod. The old template should be preserved, even if it is not the primarily used version.
I suppose we could always add a new "make wood gems" reaction. Or possibly add [IS_GEM] to wood, and see if that lets it be used for normal gem-cutting reactions.Fine by me.
I suppose we could always add a new "make wood gems" reaction. Or possibly add [IS_GEM] to wood, and see if that lets it be used for normal gem-cutting reactions.
No objections vyznev. Impressive.Very well then! I'll not let you down.
I pm'd The Urist two days ago. He hasn't replied. So, Gnorm, that makes it your turn now. Have fun! :)
Why do we have 3 wikis.Thrice as many sources, thrice as much knowledge!
Why do we have 3 wikis.
Question, how do I make my halfling adventurer throw rocks?
If one turns into a vampire bat in adventurer mode, will he ever turn back?
I'm still very interested. It would help to keep discussing the content, keeps everyone interested.
In the meantime, Gnorm, we're waiting to see what you can make happen. What are you working on now?Creatures in the evil regions. After that, I'll work on some exotic wildlife for the good regions.
Perhaps bicorns.Perhaps, or perhaps the chichevache.
I can't mod, but I can give ideas.Same, I'm looking to try next month probably. Generally too busy.
Whos turn is it? I haven't been very active latelyAfter my turn is yours.
The new version is here:
http://dffd.wimbli.com/file.php?id=8087 (http://dffd.wimbli.com/file.php?id=8087)
The version contains a few bugs that have been noted on the download page, but they have been worked around and the game is perfectly playable. I'll be out with the bugfixes soon, but I'd recommend starting some play-tests, both to find new bugs and to attract attention to this mod.
Cool! It looks like there's a few bugfixes on GitHub (https://github.com/vyznev/dfscratch) that didn't make it into your initial version, though. I just merged your raws into the master branch on GitHub, could you please download it (https://github.com/vyznev/dfscratch/archive/master.zip) back so that all the fixes will be included in your bugfix version? (Ps. Kopout, could you please do the same? Thanks!)Will do, and don't worry about anything. I honestly forgot about the raws you posted, though I will add them to the bug-fix, and I hope to be just as efficient for the final release of my turn as I was for the initial.
EDIT: I'm having trouble with the format of the merged files. I appreciate the effort, but I'll merge them myself.
When the merged raws are downloaded and run in Notepad,t the text is untraversable and tangled, so much so that it would be easier to do it myself than to try to navigate the files.EDIT: I'm having trouble with the format of the merged files. I appreciate the effort, but I'll merge them myself.
OK. Out of curiosity, what kind of trouble? If I knew what it is, I might be able to fix that for others.
When the merged raws are downloaded and run in Notepad,t the text is untraversable and tangled, so much so that it would be easier to do it myself than to try to navigate the files.
(Ps. As you might've guessed, I'm working on a DF raw sanity checker script. Will put it on GitHub once it's a bit more complete. At the moment, those are exactly the issues it will detect.)
Actually, we were perplexed as to why good weather wasn't working, as we intended to have that and sandstorms. Good find!
You mean like this? (http://www.bay12forums.com/smf/index.php?topic=107340.msg3192060#msg3192060)
Also, the files c_variation_glass_angel_STL.txt, creature_disease_insects_STL.txt and creature_syntest_STL.txt are missing an [OBJECT:foo] tag (in the latter two it seems to be commented out), while in interaction_good_happy_weather_STL.txt the tag is misspelled (underscore instead of colon). I think that means that DF will ignore anything in those files. Is that intentional?
In the commented ones, aye that's intended; same for the Glass Angel one, which was a species of eldritch wing-ed hippies I never got around to creating.If that is the case, should we just delete them?
By the by, when creating a syndrome that causes a body transformation, what does one do if the creature that the target is to transform into has no castes?
Seriously though, I downloaded it numerous times and each time I go to 'extract all files' it comes up and the folders are all their but their is nothing in them.Their is stuff in them when I don't extract but that stuff is unusable.
Files changed and added for cheap metals and the syndromes (http://dffd.wimbli.com/file.php?id=8014)
I guess they just fell through the cracks? Were they supposed to be part of your bugfix turn?
Halfling, I noticed that the Troll speech c-variations were never actually made. Would you like me to set them up during my bugfixes?
[APPLY_CREATURE_VARIATION:DOG_BARK_HLG]
[APPLY_CREATURE_VARIATION:GROWL_HLG]
[APPLY_CREATURE_VARIATION:WHIMPERS_FLEEING_HLG]
[APPLY_CREATURE_VARIATION:BIRD_CHIRP_HLG]
[CAN_DO_INTERACTION:TROLL_BANTER_HLG]
[CDI:ADV_NAME:speak your mind]
[CDI:FREE_ACTION]
[CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
[CDI:TARGET:A:SELF_ONLY]
[CDI:MAX_TARGET_NUMBER:A:1]
[CDI:WAIT_PERIOD:8400]
[CDI:VERBAL_SPEECH:speech_troll_hlg.txt]
Reaver, deity: victory, war
Homewood, deity: nature, water
Sniffer Blademurders, deity: revenge
Badland Vinetits the Tricksy Beards, deity: freedom, hunting
Gall, deity: trade, wealth, the wind, the sky
Looks like I can embark with some "liquid". ??? Also, nest boxes can apparently be made from coal and "unmined copper". Is that intentional?Spoiler (click to show/hide)
It's getting pretty late, so I think I'll continue the actual game tomorrow. See you until then.
I realized that we haven't had a proper playtest turn in a while, so I thought I'd step up to the challenge. I'm going to be playing the latest raws from the GitHub master branch, probably as lizardfolk because they don't seem to have received much playtesting.
The only change in yours I dislike is the land name of "a regency hive" as that reminds me of a certain genre of romance novels for some reason. Just "Hive" would be a better option in my opinion :) Thanks for looking that over.No problem, I'll go with your suggestion. Since they should now act as ordinary land-holders, I presumed that the message that indicates that your fortress's status has risen would look silly without an actual name.
Edit: Can someone please tell me why coal is not registering as a fuel source?
[REACTION:LIZARDKIN_20_ZTG]
[NAME:burn wood into charcoal]
[BUILDING:LIZARDKIN_FORGE_ZTG:NONE]
[REAGENT:A:3:WOOD:NONE:NONE:NONE]
[REAGENT:B:1:TOOL:FIRESTARTER_ZTG:NONE:NONE]
[PRODUCT:100:1:COAL:CHARCOAL:NONE:NONE][PRODUCT_DIMENSION:150]
[PRODUCT:50:1:COAL:CHARCOAL:NONE:NONE][PRODUCT_DIMENSION:150]
[PRODUCT:25:1:COAL:CHARCOAL:NONE:NONE][PRODUCT_DIMENSION:150]
[SKILL:WOOD_BURNING]
[REACTION:LIZARDKIN_21_ZTG]
[NAME:burn wood into ash]
[BUILDING:LIZARDKIN_FORGE_ZTG:NONE]
[REAGENT:A:2:WOOD:NONE:NONE:NONE]
[REAGENT:B:1:TOOL:FIRESTARTER_ZTG:NONE:NONE]
[PRODUCT:75:1:ASH:NONE:NONE:NONE][PRODUCT_DIMENSION:150]
[PRODUCT:75:1:POTASH:NONE:NONE:NONE][PRODUCT_DIMENSION:150]
[PRODUCT:25:1:ASH:NONE:NONE:NONE][PRODUCT_DIMENSION:150]
[PRODUCT:25:1:POTASH:NONE:NONE:NONE][PRODUCT_DIMENSION:150]
[SKILL:WOOD_BURNING]
[REACTION:LIZARDKIN_22_ZTG]
[NAME:craft firestarter]
[BUILDING:CRAFTSMAN:NONE]
[REAGENT:A:2:WOOD:NONE:NONE:NONE]
[PRODUCT:100:1:TOOL:FIRESTARTER_ZTG:NONE:NONE]
[SKILL:WOODCRAFT]
[ITEM_TOOL:FIRESTARTER_ZTG]
[TILE:219]
[NAME:firestarter:firestarters]
[SIZE:100]
Also, speaking of minor issues, there's always spelling / typos. For example, I think the "whom" in the lizardfolk description should just be "who" (it's not referring to the object of the sentence)[...]You are correct.
However, our recent war four years ago that resulted in our annihilation of the clockwork entity towards our northern border took its toll.Has their presence in the world been completely destroyed, or just the one civilization?
However, our recent war four years ago that resulted in our annihilation of the clockwork entity towards our northern border took its toll.Has their presence in the world been completely destroyed, or just the one civilization?
[REACTION:LIZARDKIN_20_ZTG]
[NAME:burn wood into charcoal]
[BUILDING:LIZARDKIN_FORGE_ZTG:NONE]
[REAGENT:A:3:WOOD:NONE:NONE:NONE]
[REAGENT:B:1:TOOL:FIRESTARTER_ZTG:NONE:NONE]
[PRODUCT:100:1:BAR:NONE:COAL:CHARCOAL][PRODUCT_DIMENSION:150]
[PRODUCT:50:1:BAR:NONE:COAL:CHARCOAL][PRODUCT_DIMENSION:150]
[PRODUCT:25:1:BAR:NONE:COAL:CHARCOAL][PRODUCT_DIMENSION:150]
[SKILL:WOOD_BURNING]
[REACTION:LIZARDKIN_21_ZTG]
[NAME:burn wood into ash]
[BUILDING:LIZARDKIN_FORGE_ZTG:NONE]
[REAGENT:A:2:WOOD:NONE:NONE:NONE]
[REAGENT:B:1:TOOL:FIRESTARTER_ZTG:NONE:NONE]
[PRODUCT:75:1:BAR:NONE:ASH:NONE][PRODUCT_DIMENSION:150]
[PRODUCT:75:1:BAR:NONE:POTASH:NONE][PRODUCT_DIMENSION:150]
[PRODUCT:25:1:BAR:NONE:ASH:NONE][PRODUCT_DIMENSION:150]
[PRODUCT:25:1:BAR:NONE:POTASH:NONE][PRODUCT_DIMENSION:150]
[SKILL:WOOD_BURNING]
The bugfixes are up!
http://dffd.wimbli.com/file.php?id=8109 (http://dffd.wimbli.com/file.php?id=8109)
They do not include some of the most recent contributions, though they are mostly up-to-date. I recommend deleting your entire objects folder first, even if it already carries the previous version.
Whoever has the current turn should add their raws to this version.
You didn't have to make them actual necromancers, you could've had them transform the zombies into clockworks or something... but damn if that interaction isn't funny :DThe clockworkers, as a race, have nothing to do with the necromancers; any humanoid race can become one. I also wanted to give them something extra, hence the addition of the nosferatu (called 'corpses' for some reason). As for the reaction text, I'm glad you like it.
OK, Gnorm's bugfixes are on GitHub now. I also went ahead and merged in the recent fixes already in the master branch (Zanzetkuken's cheap metals and missing hound vocalizations) to the release branch. If that's not OK, I can always revert it.
Ps. Halfling, do you think it would be a good idea to include GitHub download links in the first post, in addition to (or maybe even instead of) the DFFD links? Here are all of them so far:(The Obsidian graphics versions aren't on GitHub yet. Remind me to do something about that.)
- Starting point, minimal world by Halfling (https://github.com/vyznev/dfscratch/archive/release-00-halfling.zip)
- Turn 1 by BFEL (https://github.com/vyznev/dfscratch/archive/release-01-bfel.zip)
- Turn 2 by StLeibowitz (https://github.com/vyznev/dfscratch/archive/release-02-stleibowitz.zip)
- Turn 3 by LaularuKyrumo (https://github.com/vyznev/dfscratch/archive/release-03-laularukyrumo.zip)
- Turn 4 by Sackhead (https://github.com/vyznev/dfscratch/archive/release-04-sackhead.zip)
- Turn 5 by HugoLuman (https://github.com/vyznev/dfscratch/archive/release-05-hugoluman.zip)
- Turn 6 by Zanzetkuken (https://github.com/vyznev/dfscratch/archive/release-06-zanzetkuken.zip)
- Turn 7 by Reemer30 (https://github.com/vyznev/dfscratch/archive/release-07-reemer30.zip)
- HugoLuman's bugfix pack for turn 7 (https://github.com/vyznev/dfscratch/archive/release-07bis-hugoluman.zip)
- Turn 8 by Putnam (https://github.com/vyznev/dfscratch/archive/release-08-putnam.zip)
- Turn 9 by Gnorm (https://github.com/vyznev/dfscratch/archive/release-09-gnorm.zip)
Also, this download link (https://github.com/vyznev/dfscratch/archive/release-latest.zip) always points to the GitHub version of the most recent turn's raws, while this link (https://github.com/vyznev/dfscratch/archive/master.zip) gives you the absolute latest version of the raws from the master branch, which might include extra contributions not yet officially part of any turn. And here's a wiki page with installation instructions (https://github.com/vyznev/dfscratch/wiki).
(Honestly, the whole master/release branch system I set up seems a bit overcomplicated for how we're mostly using it, but I think I'll hang on to it at least until my own turn -- I'm sort of planning on tossing any and all untested stuff onto the master branch for public testing as I write it.)
No, hell grass was an actual grass which just looked like an ice floor. It was never implemented. This is a new thing.Most of the plant glitches have been fixed in bugfix 1.0.2, I believe the n/a is the result of someone accidentally making a plant make a drink that it isn't supposed to. Also, I've noticed that although the mamaphints are supposed to have ivory, they seem to have horn instead.
I'm counting at least the following bugs that need investigating:
- Mysterious plant substances, nameless substances, and "n/a" (duplicated raws again?)
- Incorrect materials included in squid, and probably other creatures
- Strange colors in hell
- Lizardfolk reaction problems(?)
...Those may take some time. Still, I'm really happy with what we've created.
No, hell grass was an actual grass which just looked like an ice floor. It was never implemented. This is a new thing.Most of the plant glitches have been fixed in bugfix 1.0.2, I believe the n/a is the result of someone accidentally making a plant make a drink that it isn't supposed to. Also, I've noticed that although the mamaphints are supposed to have ivory, they seem to have horn instead.
I'm counting at least the following bugs that need investigating:
- Mysterious plant substances, nameless substances, and "n/a" (duplicated raws again?)
- Incorrect materials included in squid, and probably other creatures
- Strange colors in hell
- Lizardfolk reaction problems(?)
...Those may take some time. Still, I'm really happy with what we've created.
[INORGANIC:OCULENTIBUS_TEARS_STL]
[USE_MATERIAL_TEMPLATE:INSECT_LIQUID_TEMPLATE_STL]
[STATE_COLOR:ALL_SOLID:CLEAR]
[STATE_NAME_ADJ:ALL_SOLID:oculentibus tears]
[STATE_NAME_ADJ:LIQUID:n/a]
[STATE_NAME_ADJ:GAS:smoke]
[TILE:178][DISPLAY_COLOR:1:0:1]
I had Giant and Gifted capitalized for emphasis, but if everyone else feels strongly about it it's not that big a change.
Also, I think someone had the gas state name for something that wasn't supposed to be gas as "problem" :) sounds like we could use more like that.
vyznev's master and release links can now be found in the first post. I'm impressed with how well this git stuff is working out, but I'm not sure how to integrate it better.
Why is hell no longer diggable for water?
Because "ice" melts into 833 water, which is a contaminant, and not drinkable.
Why would you remove something if it wasn't a misspelling and didn't cause bugs?
Like the normal names, the third parameter is the adjective form. Without it, body parts, spatters, and crafts wind up called "nothing blood" or "nothing leather", etc.
Apparently, DF gets confused if it's told to make a plant out of animal tissue. :D
Hey, (if I do so) would it be alright for me to utilize some content of this as a basis for the full revamp of my dragonic civilization mod that I am thinking about doing?
Zanzetkuken, I personally don't mind, but it might be polite to ask the person whose content you wold be borrowing individually. :)
Well, since I am basically only going to be using yours, as far as I can tell...
I finally managed to read up on this thread a bit and I must say It's one of the most amusing things I have seen in some time. It's like watching a train wreck, but the train has chicken legs instead of wheels and instead of rolling off a track it's been flung into the sky which has inexplicably become a giant custard pie.
Kopout, please take the full two, unless Xieg or vyznev object. Or do people feel this is unfair?
Featured quote. :D
Good news, I figured out why everyone's naked! Their pants have been melting off. I'll have to fix that.That's excellent, I suppose.
Huh... on GitHub, the hounds have [BIOME:ANY_LAND][FREQUENCY:100]. It looks like the whole creature_halfling.txt file got reverted to an older version during Putnam's turn. I guess I should re-revert it?
here (http://dffd.wimbli.com/file.php?id=8158) is the latest update. Sorry it took so long but I think it should be worth it ( I hope).
EDIT:The game is complaining about not finding NOSEBILL and MOUTHBILL body glosses. I'm just going to add those in manually.
EDIT: You did not include my text and speech files; this will have to be fixed. On a positive note, I did appreciate the baskervills.
Important knowledge for Gnorm! Don't build a lumberyard unless you go into my reactions and make prepare cave lemons not automatic. For some reason it accepts any log. This can cause infinite loops and produces incendiary lemons. So not only dose it cause the lumberyard to be useless it also produces fire.
I didn't find this out till after I uploaded.
What the heck is a Baskervill?
This can cause infinite loops and produces incendiary lemons.
What the heck is a Baskervill?
I suppose you'll get an answer soon, but if I had to take a (nigh baseless and rather unlikely) guess, maybe something to do with "The Hound of the Baskervilles"? (http://en.wikipedia.org/wiki/The_Hound_of_the_Baskervilles). A quick Google search redirected to "Baskervill" which is a place/ business, but showing results for "Baskervil" shows mainly dog related images/pages. So (unless the name is unimportant/ a reference to something else) my first guess is that its some kind of doggy.
Hello gentlemen. I've just made talking bears!Does this answer the question?Spoiler (click to show/hide)
This can cause infinite loops and produces incendiary lemons.Well when life gives you lemons, use them to burn life's house down. (maybe not the best reference, don't have time to think up a good one.)
I have realized that I never made any megabeasts during my turn. To combat this issue, I churned the following raws out. I request that whoever makes the next release include them.
Also, nobody's claimed a modding turn after mine, yet. What are we going to do if nobody signs up before my turn ends? Start claiming second turns, or maybe just take a break and focus on playtesting and bugfixes for a while?I like the idea of us having second turns, though I also believe that more time needs to be taken for playtests. I think that this thread should, at one point, host a true succession fortress that we could participate in. That would hopefully attract interest in addition to simply being fun.
Are there any races that somehow produce metals not found elsewhere, but the playable race can melt them down for the ingots?Not sure if this was answered, but I'm pretty sure the roundabout way of doing this is to give the race (and only that race) a reaction to make the metal bars from something else. It probably doesn't matter for now since civs technically have infinite resources, but it'll like matter after the next release. Everyone else will just smelt their gear down to bars as normal and forge it however they do so.
I started playing adventure mode with this and I have one question to ask. Would it be okay to post screenshots of my charachter dying horribly in adv. mode?I think that such an action would be quite encouraged.
I wonder if I could maybe ad something to this; if so, my current idea is a type of Evil Bread, using a syndrome with a 50% chance of reviving (syndromes can revive creatures, right? Or is that some type of dust?) the Bread and a 50% chance of turning the Evil Bread corpse into bread, a prepared meal. The pref would be "pathetic screaming" and I think I might be able to add a speak function to allow the creatures to say "Grains...Graiiins!...GRAIIINS!!!"
Sound good?
From the first post. So post it, say where it goes plus any notes, and leave it to the modder to decide if they want it. Evil bread huh, neat if a little strange, would probably remove it from any version I download tbh.Spoiler: Contribution advice (click to show/hide)
Lol, poor little halflings, I'm sure they'll be providing the caravans with many-a-good.
While I'm here; Does DF from Scrath have any Good or Evil area specific animals? I'm more curious about good regions to be honest.
While I'm here; Does DF from Scrath have any Good or Evil area specific animals? I'm more curious about good regions to be honest.I'm currently working on a few types of good creatures, including goats, pussycats, and birds.
1: For whatever reason, it seems that almost all of the zombies are trolls. I am looking into this matter at the moment, but for now you'll need either (a.) extreme sneaking abilities or (b.) pure brute strength.Spoiler (click to show/hide)
1: For whatever reason, it seems that almost all of the zombies are trolls. I am looking into this matter at the moment, but for now you'll need either (a.) extreme sneaking abilities or (b.) pure brute strength.Spoiler (click to show/hide)
2. The trolls are the largest clothes-wearing creatures in the game, I believe, so their zombies are going to be well protected against most races. I would recommend a troll, as will be a better match against the zombies. The daemonic cherubim would be a second choice, but (if I modded correctly) they are immune to the powers of the slabs, thus the victory would be pyrrhic. Also note that the death gods will also grant the powers of the Dead directly to those who defile their temples, so there may be several towers in the world, with only one actual slab.
3. Simply have novice reading level and be a non-angelic creature, and you'll be able to reap your rewards.
Another thing to note is that there are actually two types of zombies, though as of now, the second type does not do much.
With the people who created DFFS, I'd like to use and edit it for my own project.I can't exactly speak for everyone, but I don't believe that would be a problem. Just don't pass other people's work off as your own.
We've already got trilobites, and amonites, I think.
I like the other ideas a lot. This game badly needs iron and steel.
Does anyone know if it is possible to have a workshop reaction that changes the creature performing it into a different creature? Like some sort of shape shifting chamber. :)
Thanks for your help! I wanted to have an advanced race that has a workshop to turn themselves into cyborg soldiers, and I might have more ideas in the future.
Also, would this syndrome material be stuck to the new creature and anything that it touches becomes the desired creature?
Now that's an interesting idea: a material that when made into clothing, armor or jewelry causes those wearing said clothing to transform by touching it. Seven league boots, cloaks of flight or invisibility, thinking caps... magic of a sort. Also blessed/cursed items and wizard's staffs/wands...
[BODY:ROLLSPAWN]
[BP:RB:right body:right bodies][UPPERBODY][HEAD][STANCE][CATEGORY:BODY_UPPER]
[DEFAULT_RELSIZE:1000]
[BP:LB:left body:left bodies][CON:CAL1][CON:CAL2][CON:CAL3][CON:CAL4][CON:CAL5][CON:CAL6][CON:CAL7][LOWERBODY][HEAD][STANCE][CATEGORY:BODY_LOWER]
[DEFAULT_RELSIZE:1000]
[BP:CAL1:first left crossarm:STP][CON:CAJ1][LIMB][LEFT][CATEGORY:ARM_UPPER]
[DEFAULT_RELSIZE:150]
[BP:CAR1:first right crossarm:STP][CON:RB][LIMB][RIGHT][CATEGORY:ARM_LOWER]
[DEFAULT_RELSIZE:150]
[BP:CAJ1:joint of first crossarm:STP][CON:CAR1][GRASP][CATEGORY:HAND]
[DEFAULT_RELSIZE:50]
[BP:CAL2:second left crossarm:STP][CON:CAJ2][LIMB][LEFT][CATEGORY:ARM_UPPER]
[DEFAULT_RELSIZE:150]
[BP:CAR2:second right crossarm:STP][CON:RB][LIMB][RIGHT][CATEGORY:ARM_LOWER]
[DEFAULT_RELSIZE:150]
[BP:CAJ2:joint of second crossarm:STP][CON:CAR2][GRASP][CATEGORY:HAND]
[DEFAULT_RELSIZE:50]
[BP:CAL3:third left crossarm:STP][CON:CAJ3][LIMB][LEFT][CATEGORY:ARM_UPPER]
[DEFAULT_RELSIZE:150]
[BP:CAR3:third right crossarm:STP][CON:RB][LIMB][RIGHT][CATEGORY:ARM_LOWER]
[DEFAULT_RELSIZE:150]
[BP:CAJ3:joint of third crossarm:STP][CON:CAR3][GRASP][CATEGORY:HAND]
[DEFAULT_RELSIZE:50]
[BP:CAL4:fourth left crossarm:STP][CON:CAJ4][LIMB][LEFT][CATEGORY:ARM_UPPER]
[DEFAULT_RELSIZE:150]
[BP:CAR4:fourth right crossarm:STP][CON:RB][LIMB][RIGHT][CATEGORY:ARM_LOWER]
[DEFAULT_RELSIZE:150]
[BP:CAJ4:joint of fourth crossarm:STP][CON:CAR4][GRASP][CATEGORY:HAND]
[DEFAULT_RELSIZE:50]
[BP:CAL5:fifth left crossarm:STP][CON:CAJ5][LIMB][LEFT][CATEGORY:ARM_UPPER]
[DEFAULT_RELSIZE:150]
[BP:CAR5:fifth right crossarm:STP][CON:RB][LIMB][RIGHT][CATEGORY:ARM_LOWER]
[DEFAULT_RELSIZE:150]
[BP:CAJ5:joint of fifth crossarm:STP][CON:CAR5][GRASP][CATEGORY:HAND]
[DEFAULT_RELSIZE:50]
[BP:CAL6:sixth left crossarm:STP][CON:CAJ6][LIMB][LEFT][CATEGORY:ARM_UPPER]
[DEFAULT_RELSIZE:150]
[BP:CAR6:sixth right crossarm:STP][CON:RB][LIMB][RIGHT][CATEGORY:ARM_LOWER]
[DEFAULT_RELSIZE:150]
[BP:CAJ6:joint of sixth crossarm:STP][CON:CAR6][GRASP][CATEGORY:HAND]
[DEFAULT_RELSIZE:50]
[BP:CAL7:seventh left crossarm:STP][CON:CAJ7][LIMB][LEFT][CATEGORY:ARM_UPPER]
[DEFAULT_RELSIZE:150]
[BP:CAR7:seventh right crossarm:STP][CON:RB][LIMB][RIGHT][CATEGORY:ARM_LOWER]
[DEFAULT_RELSIZE:150]
[BP:CAJ7:joint of seventh crossarm:STP][CON:CAR7][GRASP][CATEGORY:HAND]
[DEFAULT_RELSIZE:50]
I'm still planning to add four tentacles, two per body, consisting out of six segments each, with the last three segments of tentacle having the [GRASP] tag. Apart from rearranging the code so the ones that others connect to come first, does anyone see any errors in this so far?
You'll need to use interactions, not reactions.My mistake, then. Gnorm, if necessary, I'd be willing to implement some more creations as a full modding turn, and test for bugs while I'm at it. All I ask is to be allowed to implement some of my more insane creature designs.
The last update to this mod occurred over one month ago. I think someone should call up vyznev and see if he'd be willing to do some modding.
EDIT: I'm having a bit of trouble getting the mod to work. Where should I put the download's files? There's a part marked "raws", which should probably go where the normal raws for the game go, but when it comes such things as "data", "data_src" and "utils" I have no clue what I should do.
Okay, new problem. Why do all the raws have the phrase "$ID: randommishmashofnumbersandletters $" at the top? And if it's actually used for something, what mishmash should I use for my files?
Also, to make future merges easier, I decided to turn on a special Git feature (http://git-scm.com/book/ch7-2.html#Keyword-Expansion) that automatically expands the tag "$Id$" in files to something like "$Id: 774df473ada032118d3e66ca91fe87a834cf4195 $", where the random hex string changes every time the file is changed in Git. (In case you're curious, the hex string is the SHA-1 hash of the file contents, excluding the hex string itself.) This means that, if you download a tagged file from GitHub and edit it, I can (fairly) easily tell which revision of the file on GitHub it came from, which in turn makes it less likely that it accidentally gets reverted to an older version in a merge. It's currently enabled only for .txt files in the raw/objects folder, and I added such a tag to all of them.
I'm guessing this means all I have to do is download Git and activate that function, but please tell me if I'm in error here. Anyway, so far work on my other, non-megabeast creatures is progressing well.
It's under the filename, so it won't break the raws.
Seeing as Toady is mostly working on the programming and not on the actual creatures, I think that at most we'll just get a few more tags to play around with.
Also, won't the current connections of the crossarms cause the corresponding joint and right part of the crossarm to fall off if the left part is severed?Too bad this was never answered. I'm going to ask it again:
//The attack rollfordamage will be replaced with candointeraction rollfordamage later, to allow it to attack using all the weapons it can hold in it's seven arms.Is it possible to get a creature to attack with multiple weapons at once? If not, how should I set it up so it will use a single attack several times in a row, once for each weapon?
Why have some of my raws suddenly jumped sideways?Because RIGHT and LEFT tokens are parsed by the forums as BBCode. Put your raws in code tags next time.
Like so.
So far I believe the only animal-related fields we haven't satured to ridiculous levels are mammals, sponges, sea anemones and jellyfish.
On the other hand, we don't have anywhere near enough plants or rock types.
Onto plants, does anyone know if its possible to make a plant only grow on bloody soil? I had an idea for red-weed.
Hmm, is there a way to either change castes or have a creature spawn another creature through a reaction?
Edit: Couldn't I give them an interaction to make them convert their severed limbs into their 'larval' stage, and then give those creatures an interaction to convert themselves into their 'adult' form?
I highly recommend doing it as castes, with the reproductive not able to be born. Seperate species requires too many unreliable syndromes.Sorry, I wasnt clear what I meant. I am going to use castes, but stage 1 is going to be reproductive.
How about this:
Phase 2 is a caste of the phase 1 creature, with population ratio of zero. That way, it will always birth the phase 1 creature, and never itself.
You can't curl up, per-se, but you can retract into a body part and call it "Curling up"
[RETRACT_INTO_BP:BY_CATEGORY:SHELL:roll into a ball:rolls into a ball:unroll:unrolls]
[TISSUE:FROST]
[TISSUE_NAME:frost:frost]
[TISSUE_MATERIAL:WATER]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
Wanted to make sure.
I know we have a plant that poisons us(tarnish root) but are there any plants that can be used to poison the enemy?
Do we have any shearable creatures at the moment? In any case, yes, it is possible to have shearable horns. Just about anything can be made shearable, really.
Edit: Heres a question.
We have a lot of invertebrates and insects, but do we have any thing that technically has 'bone'? Considering the fact that they are primitive beings they will be using a great deal of animal products.
I'm pretty sure it's my modding turn. It hasn't been approved by Halfling though, and if you want just go ahead and upload your finished raws; I'm having a lot of trouble learning how to make the body detail plans, so I'll just add my files to the raws once you've finished your turn, if that's okay.
Well, we already have spider-centaurs.
I think that would just result in it flying for a few seconds, then plummeting down like a normal dirigible antelope does when it loses the gas bag. So yeah, go for it.
Speech files:I can't find this anywhere.Code: (speech_hound_hlg.txt) [Select]Woof!
Woof!
Woof!
Woof!
Woof!
Woof! Woof!
Bark!
Bow-wow-wow!
(the hound pants loudly)
Arooooooooooooo!
(the hound whimpers)Code: (speech_tit_hlg.txt) [Select]Chirp!
Tweet! Tweet! Tweet!
I really need to know in which file this is located though:Speech filesI can't find this anywhere.
Except there is no "Regeneration time" for body parts. To grow them back, you need to transform the entire creature then turn them back.I must have confused concerning the way tissue regeneration works. Oh well, most of the idea still works.
Speech files are located in the speech folder, which is stored in the data folder.Thanks for the help!
So, I'm considering adding long staffs in once I get around to it.
Wood only staffs can only do so much damage of course, but they make them with metal caps on the end.
Is it possible to have a weapon with two materials?
Such as, if you were to hit them with the end of the staff it would be metal but if you hit them with the middle of the staff it be wood?
Probably asking for a bit too much...
Anyone know what the fourteen instances of nothing are?
I deleted the raws I had and replaced it with the ones extracted from the .zip in case I screwed something up myself.
Maybe you were in a cold location.I doubt it. The civ was on the warmer half of the map, and water wasn't frozen.
Did you try heating your food up?How would I do that?
What would cause an impoverished word selector error?Disproportionate distribution of wealth among otherwise similar phonemes...
What would cause an impoverished word selector error?Disproportionate distribution of wealth among otherwise similar phonemes...Spoiler (click to show/hide)
What would cause an impoverished word selector error?Disproportionate distribution of wealth among otherwise similar phonemes...Spoiler (click to show/hide)
I have half a mind to strangle you through my computer screen.
Are we still allowed to add things?
They dont melt in the arena
Check your temperature.
I've yet to see them melt...They're made of ether (material_template_ztg.txt), which has a boiling point of -9966°F.
Hmm...
They did melt once when killed I think...
Restricted please...It'd be okay if the names weren't all identical.
The 16 versions of each of 14 dragons(16x14 dragons) spamming the list is bad enough.
Yeah, they're functionally identical in most cases.
What do you think about sock-o-mancers? They use an interaction to spawn seventeen !!socks!! (socks made from material with an ignition temperature below 9500 Urist) near their enemies. Too much like traditional DF, maybe?
Could I specify both a specific biome and the cavern layer? If so, what results would that have?I don't think you can specify an aboveground biome and a cavern layer unless you have the creature on "underground depth" 0, and I'm pretty sure you can't double up on underground depth tokens.
If not, let's put it to a vote. Both ideas sound good, so I have no idea which to choose.
And alcohol dependency causing creatures?
So you know how some creatures have color variations(brown hair, black hair, etc)?
Can someone explain to me how to do this?
DF says it cant find the tissue I used.
Problem?
About syndromes, can a syndrome change a creatures speed? And, even if it can't, can someone please help me figure out what the appropriate syndrome code would be?
Isnt it when [STANCE] limbs get damaged you slow down?
When weapons are named, how are names chosen?
This type of creature is why my hobbits live underground.Nah, it's just a nuissance.
Unless you mean the halfling rocks.Yes, those. These creatures are tiny as can be.
Should the bird form of the phoenix be a solid manifestation or completely fire?
There's a problem you'll have to address: the glacier creatures will start wars with civs outside their biome, which, while the melting won't happen in worldgen, will cause massive problems when an entire civ dies off within the span of a single fortress.
Also, does anyone know a way to get creatures to not be spawned by worldgen, but still not be fictional?
-snip-So like vanilla Dwarves then. Or basically everything, if you wait for long enough.
Or not.
They dont care. They die either way.
Really? Some creatures are great at climbing, while others just don't have the right limb build for it. Larger pterosaurs were great at galloping, reaching impressive speeds (quite a few were land predators, rather than aerial ones) and pathetic at climbing, yet their ancestors were great at climbing, but quite slow on flat terrain.
What about bears? Or dragons? Those have hands or [GRASP]-ing appendages, but seem far too heavy for normal climbing.
What typesof multi-tile trees this game will have is another thing we should think about. I think a tree, with outer branches made of permanently ice-cold material, with an inner part so hot that it can set stuff on fire, would be interesting, but we'll have to wait for the release before we can see how the new trees work.
Sonethings without graspers should be able to climb too. Like slugs
Is there a better modding guide than the one currently on the wiki? That way I dont have to question even the basics.
So...
In arena mode spawning syndrome boulders seems to not be doing anything syndromey...
To the person who made Alchemy, when you tested the syndromes in the arena, did it work?
Maybe it will work in normal adventure mode.
Is there a way to specify what instrument you make in a reaction?
[REAGENT:A:1:INSTRUMENT:FIDDLE_HLG:NONE:NONE]
[REAGENT:A:1:INSTRUMENT:FIDDLE_HLG:NONE:NONE][PRESERVE_REAGENT]
[PRODUCT:100:1:INSTRUMENT:FIDDLE_HLG:INORGANIC:ROCK_HLG]
A shrewd man he was, in that case. Can interactions summon creatures, though?
You can force transformations on creatures right?
What if I turned the children into rats?
Edit: Flesh eating rats.
Fine, then just a pressure induced meltdown event causing the still to deconstruct and vomit booze everywhere. It's not like I meant for the stills to just explode, I meant to add a booze pressure stat to where one can't overuse a still or bad things happen.Not possible, unfortunately.
Mmm. Gotcha.
Just gotta... Y'know, I should actually just get one of my notebooks.
Anyway, I'm still gonna put in giant moths, they'll just not actually go through metamorphosis then. ( Mmf. If I could figure out Creature Variations... They're like my Achilles heel tho. Besides, where would the triggers be? )
And if there's more intelligent pets coming, they all need the fix so politics doesn't look like a zoo where it's occasionally a bear that's the mayor and occasionally some kind of smart octopusI may have found yet another idea to implement. Think octopus' upper body with four tentacles (each ending in a fin) on it as the back and the front being a killer whale's head.orkiller whale with legs.
The maximum size is one less than 2^31, which is 2147483647. Presumably, it would be possible for it to loop around and become negative.So, enough for a 2 meter tall, 2 meter wide, 536 meter long Jörmungandr, but apparently too small for all but the smallest incarnation of Godzilla. Would anyone like me to come up with an incarnation for their god character?
That was the plan, is there any reason it wouldn't work?No particular reason, just that it would be hard to code properly, and would take a lot of time to debug, if creatures with "normal" lifecycles are anything to go by.
The maximum size is one less than 2^31, which is 2147483647. Presumably, it would be possible for it to loop around and become negative.
What does "unsigned" mean anyway?
Heres a question, what does a formics foot look like?
We could come up with similar (yet not completely identical) materials of our own. It's a world where we have 70-foot chickens, giant squid and trees with a tendency to kill dragons. Why would it have similar minerals? Could we make a metal that functions as an aquifer before being mined? Or does the aquifer mining exploit not leave boulders?Real life has giant squids, you know. And our mod lacks 70-foot chickens.
While we should have reference points for our custom stuff, we do still want to be original. Adding in more (albeit alternate versions of) vanilla races makes this resemble vanilla DF more in terms of flavor.
Also, seeing as we already have elves, could we make Cobalt Kobolds? Think semiorganic bronze golem.
What is the flavour of this mod? I'm guessing more sci-fi because of Iridium
What is the flavour of this mod? I'm guessing more sci-fi because of IridiumWe already established these clockwork necromancer whatevers as the advanced race, so having anything more advanced than that (in any great quantities at least) kind of deflates them. So no mechs, but clockwork golems are fine.
We already established these clockwork necromancer whatevers as the advanced race, so having anything more advanced than that (in any great quantities at least) kind of deflates them. So no mechs, but clockwork golems are fine.So the (extremely fragile and low-population) race I was planning to add=no?
Thinking about it, I just realized that I cant make music both a secret AND make it require an instrument.
Shoot.
Edit: Unless I make the ability to make the instrument a secret.
Would that work?
Also ideas: there was one type of prehistoric shark which had a jaw so weird that people thought it was an ammonite at first. Current theories include it being a type of organic whip.
If you mean saw-shaped, then no, but you're probably thinking of the same one. Just to check: the one you mean seems to have it's jaw rolled up in some way, right?
E: Though there is a shark known as the carpenter shark or sawfish, which has a long nose that resembles a double-sided saw.
If I wanted to prevent a tissue from getting frostbite, what values would I need to change, and to what?
[SELECT_MATERIAL:ALL]
[COLDDAM_POINT:NONE]
If the armor is just a tissue layer on top of the skin (and not a separate BP), then yes, but only if you set a time.Wait, what armor?
This looks fun. I think I'm going to take the minimal world and see what I can make with it as a way to learn modding. It should be easier to see the effects if there's nothing else in the way.Do you have any further plans for what to do with this world? Cause, if you modified the dwarves slightly, your version could act as a simple introduction to the DFfs' playing styles. I look forward to seeing what your world turns into.
First I think I'll change the halflings back to dwarves. Sorry Halfing.
(later : that would've gone better if I hadn't used dfmm. but it sort of worked. I need to add beards now. Thanks for the work setting it up!)
I would like to take a turn soon, if I can. Good places still have nothing, right?
I will be the one to make the crystal butterflies! And the crystal tortoises. And other crystal creatures...
I would like to take a turn soon, if I can. Good places still have nothing, right?
I will be the one to make the crystal butterflies! And the crystal tortoises. And other crystal creatures...
I'm not quite sure if we are even doing turns at the moment.
But yes, good regions are a bit empty at the moment.
Just going by the Github repository, it looks like they only really have a single plant (cognac grapes) and an interaction that makes it rain alcohol.
You need exploding potatoes. Bomb de Terre!Of all the things I was expecting to see today, a good French pun was not among them. Bravo, good sir.
Beer in this mod isnt really much of a good thing...Sorry 'bout that.
They shall be immune as they are blocks of icewrapped flesh!...Good point.
Can you set a child age of less than a year?I don't think so?
That depends. Are they vermin or full-sized creatures? Are they a civilization or are they wild?Vermin, I don't know how to make the hive give you a statue.
Vermin make hives if given the proper tokens. But non-vermin creatures cannot. Civilizations can live in caves, which can sort of be like a giant hive I suppose.
They can definitely be made of topaz though.
That depends. Are they vermin or full-sized creatures? Are they a civilization or are they wild?Vermin, I don't know how to make the hive give you a statue.
Vermin make hives if given the proper tokens. But non-vermin creatures cannot. Civilizations can live in caves, which can sort of be like a giant hive I suppose.
They can definitely be made of topaz though.
Thanks, my attempts looked nothing like that...That depends. Are they vermin or full-sized creatures? Are they a civilization or are they wild?Vermin, I don't know how to make the hive give you a statue.
Vermin make hives if given the proper tokens. But non-vermin creatures cannot. Civilizations can live in caves, which can sort of be like a giant hive I suppose.
They can definitely be made of topaz though.
[VERMIN_SOIL_COLONY] Will make them create their own hives in the wild.
[ARTIFICIAL_HIVEABLE] Will allow you to hive them like you can do with bees in a normal game of DF.
In a standard game, bees will produce royal jelly and honeycombs after about half of a year because of these tags:
[HIVE_PRODUCT:1:201600:TOOL:ITEM_TOOL_HONEYCOMB:LOCAL_CREATURE_MAT:WAX]
[HIVE_PRODUCT:1:201600:LIQUID_MISC:NONE:LOCAL_CREATURE_MAT:ROYAL_JELLY]
The first argument in the tag controls how many items are produced.
The second argument is how long it takes in game ticks for the item to be produced. This should help explain how time is broken down, if you want to know. (http://dwarffortresswiki.org/index.php/DF2012:Time)
The next few tags are to define what items are produced, and if there is an item subtype that is used, and what material they are made of.
So if you want to produce a topaz statue, it would look something like this:
[HIVE_PRODUCT:1:201600:STATUE:NONE:INORGANIC:TOPAZ]
Though we don't actually have topaz in the game yet.
...If you made honey bees as the playable race, could they hive themselves? What would they be counted as, citizens or vermin or pets?Probably wouldn't work (the vermin tag would probably contradict the playable tag), but, if not, I think they'd be counted as both citizens and vermin. Also, I think they'd be capable of teleporting and randomly generating and dissapearing. Your fort might end immediately if you don't set orders.
Too bad we can't just make a race of ants which possess a vermin and a full-sized caste. Actually, making a type of vermin which can transform themselves into a miniscule "proper" creature would be great for making creatures with ridiculously high breeding rates. Probably would be worse than cats.
I'm really curious what vermin civ combat looks like. Can they be attacked? Will enemies show up and have no idea how to fight your citizens properly?
A wild eagle killed three ants by barely tapping them.
They are so small that they have next to no blood, so they bleed out near instantaneously. They don't even produce a spatter.
One broke its leg and just sort of expired right then.
I know that. I just wondered if there was any difference in the way size was assigned. I think I just misread something somewhere.
At any rate, if that's how [VERMIN_HUNTER] works, the ludicrously high breeding rate will be necessary, or else entire forts will be slaughtered by a single tarantula. Does [VERMIN_HUNTER] still work if the vermin is intelligent and civilized?
It surprises me that bacon isn't a metal/gem yet.
That sounds good, but why not just make a reaction "Process flesh to bacon" so we can still have other meats? Also... I don't know when ( or if ) I'll get back to working on my contributions, anyone want me to just send in the unfinished raws and work them instead?I wasn't suggesting replacing the muscle with bacon. Just adding bacon. In order to have specific bacon, you need to put bacon in the material/tissue templates (once again, adding it, not replacing meat or muscle), just like how leather needs its own template in order to be named according to the creature that gives it. Like with skin->leather, you might not need an actual bacon tissue, or for there to be any on the living creature, but you do need the material in the creature's material list. It could be and EBO (extra butcher object).
Too bad. I just thought it would be funny to have dragons that an adventurer (or a fortress inhabitant) could eat rather than the reverse. Are there any ideas for stuff to make the wildlife more survivable, though?Anything that has flesh (and some things that don't technically) you can eat. Same in vanilla DF. You just have to kill it first. It's not like all wildlife has poisonous or inedible meat (just the lizard folk really). If you meant edible as in easily killable, we already have several creatures that aren't too hard to kill. Could use a few more, though.
That sounds good, but why not just make a reaction "Process flesh to bacon" so we can still have other meats? Also... I don't know when ( or if ) I'll get back to working on my contributions, anyone want me to just send in the unfinished raws and work them instead?I wasn't suggesting replacing the muscle with bacon. Just adding bacon. In order to have specific bacon, you need to put bacon in the material/tissue templates (once again, adding it, not replacing meat or muscle), just like how leather needs its own template in order to be named according to the creature that gives it. Like with skin->leather, you might not need an actual bacon tissue, or for there to be any on the living creature, but you do need the material in the creature's material list. It could be and EBO (extra butcher object).
Can i also try to contribute to this mod? I'm not that good at modding, so I'll just be Doing basic things like expanding the wildlife and adding plants.Sure. Just make something from scratch (or with the templates provided by the mod, just don't use any raws from vanilla) and post it.
Would it be too silly to make coprolite a gem?
[INORGANIC:COPROLITE]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE_HLG]
[TILE:15][IS_GEM:coprolite:STP:OVERWRITE_SOLID][DISPLAY_COLOR:0:0:1][MATERIAL_VALUE:20]
[ENVIRONMENT:ALL_STONE:CLUSTER_SMALL:100]
[SOLID_DENSITY:2200] copied from petrified wood
[STATE_COLOR:ALL_SOLID:BLACK]
MOAR EDIT: New bug: instead of bleeding hemolymph like I'd intended, it seems Water Striders bleed molten glass. I...I'm not sure how I did that.
Two or three sapient species, the red goo blob thingies, some other stuff. I'd say it's relatively little.We've got the Horsemen (made of lava I think), reaver ants, gnomes (with primitive muskets), and some other stuff. Could use more, if you want.
Now that's an interesting idea: A DF world where all the mobile life is also sentient, but only the elves have "do not eat sentient beings" as their ethics. Get a whole prey/predator/scavenger cycle going...In this mod, though, the elves are even creepier cannibals. They're not born, but rather pieced together from carrion that has rotted in the forest.
Oh if there's little underground life, I'll be focusing on those creatures. Does anyone like the idea of cave lynxes and albino owls?
The more I read the morevoluptuousscrumptious I get.
Also this needs more walrus, Lots more walrus. Pweex? C:
I already have the equivalent of seals and leopard seals in bird form. Think large, ferocious penguin-like birds. So Pinniped-like bodyplan, but birds. I suppose you could come up with a walrus equivalent. Tusked Skurl, maybe.
Or maybe you could do something else with the walrus. I put birds in the sea, maybe you can put walruses on land.
Walruses (Walri?) are already only semi-aquatic, aren't they? Or are you suggesting some sort of mountain walrus?Precisely. Walruses spend most of their time in the water and are ungainly upon land, so land walrus still works.
Okay for number three, try filling up the oceans and cold places with less deadly species. The tundras are boring right now...
Barren places don't necessarily need to be full of life. Variety is always nice but constant wildlife isn't necessary. Just keep the population density down somewhat.
Go ahead and fill up the oceans all you want. But it doesn't necessarily have to be boring old fish. If it's gotta be fish, make them cool unusual fish, like extinct ones or completely original ones.
Potatoes and vodka!
That fits my Russian Icemen theme....
Thats good.
I'll give my ice men the ability to make your vodka when your done.
Sorry...
If you need creativity for fish I have plenty of ideas to give.
Re: Solar Forge requiring light
How about requiring the "outside" tag? Sorta the inverse of chairs or beds that require the "inside" tag to be true to be built, perhaps it forbids when the "inside" flag is present...
What type of fish do you want? Vermin fish or the other kind?
Someone do foot long triops! Like seriously.
I would but my contributions are seriously delayed for now.
Three eyes. Breathing through skin.
72 legs. Long narrow body with armor.
No actual fish yet?
For awhile triops feed themselves... Cannibals.
Can you set several specific foods?
[SPECIFIC_FOOD:PLANT:BAMBOO, ARROW]
[SPECIFIC_FOOD:PLANT:BAMBOO, GOLDEN]
[SPECIFIC_FOOD:PLANT:BAMBOO, HEDGE]
Well, you could give the plant several similar but slightly modified syndromes, each designed to only infect certain creatures, thus allowing it to lengthen everyone's life.
Because I'm too lazy to mod in several similar creatures, I decided to make a basic creature and just add castes that are the different "Species". All of the creatures are vermin shellfish that can only be found in caves. (caves in DFscratch still have water in it, right?)
-snippy-
These are the castes I've currently added. Does anyone have ideas for more castes? Also, to what creature classes should I add them?
Spoiler: All Of Our Current Classes (click to show/hide)
I've never created a class before, how does this work? Will [CREATURE_CLASS:name of the class I want] just create a new class?
-snip- but feel free to create your own, if needed.
-another snip-
I've never created a class before, how does this work? Will [CREATURE_CLASS:name of the class I want] just create a new class?
-snip- but feel free to create your own, if needed.
-another snip-
You'll need ORGANIC for all of them, VERTEBRATE for the fish, and INVERTEBRATE for everything else.
Fish should also be FISH, feel free to add the relevant classes to the others.
Be warned, though, that since they all share a population, being the same technical creature, that if you overfish one, they all disappear from the area. To counter this, give them an extremely large population density. Oh, and to avoid weirdness, you might want to make male and female versions of each caste.
[USE_MATERIAL_TEMPLATE:SILK:SILK_TEMPLATE]
[BODY:SPIDER:2EYES:HEART:GUTS:BRAIN:MOUTH]
So... i know the dirigible antelope explode gas when the sac is hit..
Can i do the same thing with blood?
I just read the entire thread and... Wow. This is awesome. I came up with a bunch of things to add, but then I remembered I don't know how to mod. At all. Oh well, I'll defenately be following this.
I'm thinking of joining with no context, for the hilarity. Before I actually do so, do you have any coded demons? Creatures (especially terrifying ones) are my specialty.
I feel like a mod like this has to have a phallic shaped monster for a megabeast.A phallus? How mundane! How about the concept of sexuality itself, manifest as a whirling ideomorph, absorbing the sexuality of every living thing and leaving them infertile?
I've been reading the wiki a bit on modding, and it seems manageable, if a bit difficult. I was kind of disappointed that even when they are natural swimmers, creatures won't path through it.You can give a part an attack, as each creature attack comes from a specific part, and make it an edged attack, with whatever edged properties you want, but it would only be sharp for the purposes of that attack.
Anyways, is there a way to give body parts sharpness?
[CREATURE:EELECTRIC_SHEEP]
[NAME:eelectric sheep:eelectric sheep:eelectric sheep]
[CASTE_NAME:eelectric sheep:eelectric sheep:eelectric sheep]
[CREATURE_TILE:'s'][COLOR:7:0:1]
[DESCRIPTION:A metallic creature like a sheep with an eel's head, covered in crysteel wool. It has special organs allowing it to shock an attacker when provoked.]
[PREFSTRING:soothing baas][PREFSTRING:electrified wool]
[NOCTURNAL]
[CREATURE_CLASS:ALL][CREATURE_CLASS:INORGANIC][CREATURE_CLASS:METALLIC]
[GRAZER:1200]
[BENIGN][MEANDERER][PET]
[LARGE_ROAMING]
[NATURAL]
[PETVALUE:110]
[BODY:CORE_HLG:EXTERNAL_EARS_HLG:UNGULATE_FORELIMBS_KPT:UNGULATE_HINDLIMBS_KPT:LIGHTNING_GLANDS_STL]
[BODY_DETAIL_PLAN:CRYSTAL_TISSUES_STL]
[BODY_DETAIL_PLAN:CRYSTAL_MATERIALS_STL]
[BODY_DETAIL_PLAN:STEEL_WOOL_STL]
[BODY_DETAIL_PLAN:METALLIC_LAYERS_STL]
[APPLY_CREATURE_VARIATION:KICK_HLG]
[APPLY_CREATURE_VARIATION:BITE_ANIMAL_HLG] It has the face of an eel, and thus its long pointy teeths
[APPLY_CREATURE_VARIATION:APPEARANCE_VARIABILITY_BODYSIZE_HLG]
[MAXAGE:10:15]
[BODY_SIZE:0:0:5000]
[BODY_SIZE:1:0:25000]
[BODY_SIZE:2:0:52000]
[CHILD:1][GENERAL_CHILD_NAME:eelectric lamb:eelectric lambs]
[CAN_DO_INTERACTION:BUZZ_BUZZ_STL] BUZZ BUZZ BITCHES
[CDI:ADV_NAME:Shock]
[CDI:TARGET:A:TOUCHABLE]
[CDI:USAGE_HINT:ATTACK]
[CDI:TARGET_VERB:are shocked with lightning:is shocked with lightning]
[CDI:MAX_TARGET_NUMBER:A:1]
[CDI:WAIT_PERIOD:210]
[CASTE:FEMALE]
[FEMALE]
[CASTE_NAME:eelectric ewe:eelectric ewes:eelectric ewe]
[CASTE:MALE]
[MALE]
[CASTE_NAME:eelectric ram:eelectric rams:eelectric ram]
[SELECT_CASTE:ALL] Wholesale from wiki
[SET_TL_GROUP:BY_CATEGORY:ALL:STEEL_WOOL]
[TL_COLOR_MODIFIER:ASH_GRAY:1]
[TLCM_NOUN:steel wool:SINGULAR]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:0:0:0:0:0:0:0]
[APP_MOD_NOUN:steel 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]
[INTERACTION:BUZZ_BUZZ_STL]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_MANUAL_INPUT:buzzee]
[IT_CANNOT_HAVE_SYNDROME_CLASS:BUZZED] The potential double meaning of this in DF context hit me an instant later.
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_CLASS:BUZZED]
[SYN_AFFECTED_CLASS:ORGANIC]
[SYN_AFFECTED_CLASS:METALLIC]
[SYN_IMMUNE_CREATURE:EELECTRIC_SHEEP_STL:ALL]
[CE_PARALYSIS:SEV:100:PROB:100:RESISTABLE:START:0:END:5] Sudden comical stiffening from jolt
[CE_NUMBNESS:SEV:100:PROB:100:BP:BY_CATEGORY:ALL:START:0:END:200]
[CE_SKILL_ROLL_ADJUST:PERC:50:PERC_ON:75:START:0:END:200] Since numbness doesn't seem to do this.
[CE_DIZZINESS:SEV:50:PROB:35:START:0:END:200] Possible secondary effect
[CE_UNCONSCIOUSNESS:SEV:100:PROB:35:RESISTABLE:START:0:END:400] Possible secondary effect
It'd be particularly bad for a Formic hive, if it hit the Queen. Hive death, right there.
It'd be particularly bad for a Formic hive, if it hit the Queen. Hive death, right there.
"In 105 the Great Formic Hive of the South was ruined when the Sexuality Monster stole the Queen's fertility."
It sounds like a bad health class PSA.
"Don't have sex, kids, or the Sexuality Monster will render your Hive Queen infertile!"
It sounds like a bad health class PSA.
"Don't have sex, kids, or the Sexuality Monster will render your Hive Queen infertile!"
How do I sig something?
It sounds like a bad health class PSA.
"Don't have sex, kids, or the Sexuality Monster will render your Hive Queen infertile!"
How do I sig something?
Go to your profile.
Mouse over the 'MODIFY PROFILE' tab.
In the menu that appears, select 'Forum Profile'.
In the new page, one of the options can be to set your signature. Just copy and paste the quote into there.
All of this stuff sounds pretty interesting, but I think that someone should compile this all into the mod and release it before people continue posting. There hasn't been a release in too long.I completely agree. Halfling has not been active for waaaay to long. Maybe we should start a new thread?
I'd say starting a new thread should be reserved for the imminent release of DF2015. It's in the final bugfixing phase after all, and a new DF version would seem to be an ideal breaking point.
And once we have a new thread, holding folks to some kind of release schedule again might be smart :)
Ugh I dread how much we'll have to change our raws to make them work again.We could always just start fresh.
Ugh I dread how much we'll have to change our raws to make them work again.We could always just start fresh.
i was actually wondering if we should put this in the modding section of the forum, seeing how it's primarily modding, and the concept of turns has seemingly vanished.I'd be perfectly willing to play a turn in Fortress Mode and in Adventurer Mode if someone would actually post a new version.
i was actually wondering if we should put this in the modding section of the forum, seeing how it's primarily modding, and the concept of turns has seemingly vanished.I'd be perfectly willing to play a turn in Fortress Mode and in Adventurer Mode if someone would actually post a new version.
creature_wheeler_fanciful
[OBJECT:CREATURE]
[CREATURE:WHEELER]
[NAME:wheeler:wheelers:wheelish]
[CREATURE_TILE:'w'][COLOR:86:163:205]
[FANCIFUL]
[DOES_NOT_EXIST]
[PREFSTRING:squeaky wheels]
[ALL_ACTIVE]
Would _LLP be acceptable for you when we compile the next update?Sure, ain't got no problems with that
Has anyone actually added anything to the wikis in a while, or should we just strike them from the OP? It's been bugging me a while.
Also, @Kaladin: Minor typo in your creature description; that comma should be a period, to make the description read: "An ant made of pure topaz. They capture the souls of the dead and create statues from them." Otherwise, pretty cool! Any plans for what those souls will be useful for?
I'd like to contribute but this thread is kinda impenetrable?
Where do I go to get the latest release to work off of?
Or was the latest release really six months ago?
Really kind of hope someone is intending to keep this idea going.
bump -I'd be cool with that. We could use the "minimal world" raws from this one, though edit the starting race slightly to make it new.
Can I get a quick poll of who'll potentially be interested in another DF from scratch for next release, if any?
bump -It is done.
Can I get a quick poll of who'll potentially be interested in another DF from scratch for next release, if any?
I kinda want to keep some of my critters, since I put a lot of work into them, but as they'd have to be retooled anyway I guess it would count as from scratch.
c_variation
[OBJECT:CREATURE_VARIATION]
### contributor 1 ###
[TOKEN]
[TOKEN]
[TOKEN]
### contributor 2 ###
[TOKEN]
[TOKEN]
[TOKEN]
I agree that one should use his imagination and try to create something other than an orc, though one should be able to take inspiration from mythologies and literature.
Yeah, it sticks to grid view for reasons beyond me. It looks much nicer if you switch it over to list view. I'll see if there's a setting around to keep it in a list.
I would recommend getting a headstart on any raws you want to convert. As we use our original bodyplan, we don't have to worry about the neck problem vanilla-derived raws face (we already added necks!), but we do need to worry about vision arcs and sense of smell.How much of our raws are we converting to the new game?
I would recommend getting a headstart on any raws you want to convert. As we use our original bodyplan, we don't have to worry about the neck problem vanilla-derived raws face (we already added necks!), but we do need to worry about vision arcs and sense of smell.How much of our raws are we converting to the new game?