The idea here is to take a vanilla copy of Dwarf Fortress, wipe the raws and templates down to nothing, and then build it back up by hand into an entirely player made universe. A player made universe of new creatures and mechanics, and untold possibilities. As players you've wrought your madness on the world in fortresses, but now you can bring it onto the fabric of reality itself.
A modding (or more like world-building) succession with stories of an emerging reality in between.
Once enough people are interested we can decide to begin.
It would help if you're interested to declare whether you would like a turn as a modder, a player, or both.
How to play:
- First of all, feel free to just enjoy the mod without having anything to do with this thread. If you like to contribute:
- You may sign up for a modding turn, share a player story, or just contribute from the sidelines. Modding turns consist of developing the world, adding any creatures, materials, entities and so on that you see fit.
- Modding turns take one week (plus 1 week of bugfixing duty for modding turn). Player stories can be as long or as short as you like.
- Feel free to start a player report anytime after the mod is uploaded, and please give feedback. Your contribution is as important as the modding turns. If it's a detailed report with some play time, I will add it to this first post. If there are several I'll edit the table to contain them all. Reports from older versions are welcome too and may help us improve the new version still.
- Mod turns go in order. First, you have 1 week to make your additions. Then, upload your work. Your bugfixing turn starts immediately. At the same time, the next modder may start adding on his work. Please only sign up for a full modding turn if you are relatively competent at this and can contribute more than just a little content in one week.
Turns:
# | Modders: |
1 | Urdothor - Urdothor, Modder has created Bistök-udos Geshud Kes, a community mod. It menaces with spikes of code. |
2 | Bearskie - Turn over |
3 | Eritzap - Eritzap has been missing for several days now |
4 | Cerapter - Cerapter cancels Mod Game: interrupted by combat |
~ | Short term Moderator Turn |
5 | Baffler - Turn Over |
6 | Urdothor(redux) - Current Turn |
7 | Trainzack |
8 | chaotic skies |
9 | Dorsidwarf |
10 | hawkwing |
11 | Lord_lemonpie |
12 | Dwarf4Explosives |
13 | DolosusDoleus |
14 | Untrustedlife |
15 | Cerapter (redux) |
16 | Bearskie (redux) |
17 | Baffler (redux) |
People who I am uncertain whether they wish to mod or not are italicized for the moment.
We'll do player turns based on a first come, first serve basis. Whoever wants a turn just download the most recent copy and start reporting. We'll leave a player pool here to keep track of interested parties.
Installation:
1. Create a fresh second copy of Dwarf Fortress (This is so you don't lose other mods you have installed if you also want to play DFFS3)
2. Delete the raw file from the copy
3. Drag the raw file and data file over to the copy and allow it to overwrite
4. Enjoy
DFFS is also compatible with vanilla and most mods. If you wish to play it with vanilla complete only step 3.
Overall:
- First, gen a world according to newest version raws. Since this is developing at a fast pace, please, for your own sake first fire up arena mode and see errorlog.txt. If there are any errors other than one reporting a missing RCP_GLOSS_PAW (necessary to eliminate random creatures), report them and don't start yet, unless you know how to fix them yourself.
- Play the game like you would a succession and share the story. If all goes well, you're in for a treat. <3 thanks
- If there's need for a bugfix or a balance fix, report it. It's the previous modder's duty to fix it.
- At the end of your playing turn, make any suggestions for bugfixing or balance you may have.
Please pay attention to the following:
- The game must still run smoothly and without lag
- There must be no unavoidable crashes (worldgen crashing a few times is fine, a reaction crashing the game every time is not)
- It must not generate an error log at worldgen, embark or arena mode start, other than the above mentioned. Pathing and similar minor mechanical errors during game are okay, but should still be fixed if possible. Likewise with IMPOVERISHED_WORD_SELECTOR that sometimes shows up, it doesn't affect gameplay and will be fixed naturally as the language develops.
- it must still be somewhat newb-friendly as in a well managed fortress of: any race the player chooses when not a modder, or when the modder does, a relatively human-like race, can survive for two years. If you're picking a new race, you may need a guide!
- If a player reports a violation of one of the above rules, the modder must provide a bugfix/balancing update (asking for help is fine)
- If a bugfix is not provided in a reasonable amount of time, the mod turn will be voided.
Overall:
- To start, download previous turn's raws. Note that there might still be bugfixes incoming and you must include these with your new raws, so they don't get lost in the process - so download and add updates by previous modders to their work as they come (or at least before uploading the new package).
- Add anything you like, following the rules!
- When you're happy with the result or it's been a week, upload. Please playtest first. I know I didn't do this enough.
- Before uploading, update anything that needs to be updated (see above). Your upload must be a complete, working set of the newest raws (typically the raw/objects folder), not just your additions.
- Next comes a playing turn, to show that your addition works. You may choose to demonstrate it yourself. If there are no players who will take it, it would be great if you did a player report. Either way, it must be played, run according to the player turn rules and 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 but it would be great if you provided fixes as needed anyway.
Rules:
- You are not allowed to copy and paste or include DF or other mods' raws directly (I had to a little to get it to not crash and burn, but that should be the end of it). Getting caught means your turn will be voided. Copying and pasting parts that you were going to rewrite exactly anyway is fine, doing this to an entire creature, object or set of them is not
- You are, however, explicitly allowed to link to previous content, such as use a previous player's templates or interactions. In fact this is probably wise when possible so the raw size doesn't balloon to insanity.
- You are allowed to copy values (tensile strength of iron) from anywhere but a new one would be preferable. On the other hand coming up with new values just for the sake of it is not very sane in the long run, so use judgment.
- You are
not allowed to edit previous content, unless a new crash is discovered or permission is given allowed to edit content according to the editing rules below. If you want to implement a mechanic that must be modded into all creatures (such as something like my contagious disease mod), ask first please. - To make the world eventually more varied, you are, in violation of the above, allowed to reduce the frequency of old creatures or materials or limit them to biomes when new creatures are added, but not remove them entirely - nor assign them to an impossible biome (badgers to the ocean). The new frequency must not be less than 10% of the old frequency, or 1, whichever is greater, and you must mark this edit with a comment to prevent repeating it.
- Suggestion: when defining materials, try to add a [STATE_COLOR:ALL:COLOR] where color is a color (http://dwarffortresswiki.org/index.php/DF2012:Color#Color_tokens) of your choice. This is so stonesense can figure out what color a sprite should be. (http://www.bay12forums.com/smf/index.php?topic=127552.msg4399361#msg4399361)
IMPORTANT:
- 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. 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_urdothor", so we can keep track of things.
- Lastly, you must not take a week to add only one material. Sorry. I can't really tell you how much you should add, but if you're not comfortable making new objects, you should probably not take the turn. Consider player turn instead.
/* These rules were added as a response to bugfixing taking an inordinate amount of time and mental resources, to keep mod development going more effectively */
After your turn, your content may be edited for: rules violations, balance, language/spelling errors, and bugfixes.
1. This will be implemented by the current modder/bugfixer at their discretion, but may be suggested by anyone.
- Rules violations: such as incorrectly naming your creatures without _XXX
- Language/spelling errors, without concern for whether the misspelling/bad grammar was intentional if it wasn't stated to be
- Balance issues, highlighted by play experience
- Bugfixes and seemingly unintentional behavior, such as a material that wasn't supposed to explode exploding spontaneously
The edit may be applied immediately and removed later if you disagree with it.
2. The fix must respect and preserve the original intention of the addition when it is made clear. If it was meant to be an incredibly powerful megabeast,
it should be preserved as such, even if it's balanced. If specifically intended behavior seems to be the problem, this restriction is lifted, but this should preferably
not be done and the thing should not have been added in the first place.
3. The author may veto any fix, but a general consensus reached after discussion will override that veto.
Posting your unpublished raws in this thread is awesome. Anything receiving general approval will be added into the game between turns. However it would be swell if
- You posted the raws as text
- There's a short description of what it does
- and maybe a screenshot to show it works
Proposed & Accepted ideas, as well as poll results, will be presented in the spoiler below for those who would've missed the discussions on them. If you have a comment regarding and idea, please feel free to do so.
Generally Agreed Upon Ideas:
~Standardized creature classes and reaction classes
~Theme: Magical plane, in which extra-dimensional being have invaded, and some inhabitants are taking up technology
~Some kind of passive/active magic system?
~Extradimensional magic being much more chaotic
~From Scratch templates
~New Color palette
Proposals:
Poll Results
The most recent poll asked What should we do for the language_words (We can use custom symbols)?
The results were:
2 votes Keep the vanilla ones
2 votes Use an expanded vocabulary
4 votes Start entirely from scratch
10 votes Cull the words that don't make sense from vanilla, then add words as we go
1 vote Other(post it in the comments)
Culling the words that don't make sense has been chosen
New palette for those who are modding:
This palette, proposed by Bearskie, is being used for in conjunction with this mod. It presents us with a wider array of colours, and allows us to stand independent of vanilla a bit more.
(http://i.imgur.com/jBzCmKa.png)
Baffler's turn has passed. Now it's Urdothors
http://dffd.bay12games.com/file.php?id=11726 (http://dffd.bay12games.com/file.php?id=11726)
Here's a wiki that chaotic skies made for us
http://df-from-scratch-iii.wikia.com/wiki/DF_From_Scratch_III_Wikia (http://df-from-scratch-iii.wikia.com/wiki/DF_From_Scratch_III_Wikia)
Here ya go. Since I'd like to get my inorganics in place first:
material_template_inorganic_urd
[OBJECT:MATERIAL_TEMPLATE]
[MATERIAL_TEMPLATE:STONE_TEMPLATE_URD] very similar to vanilla, tweaked it here and there
[STATE_COLOR:ALL_SOLID:GRAY]
[STATE_NAME:ALL_SOLID:stone]
[STATE_ADJ:ALL_SOLID:stone]
[STATE_COLOR:LIQUID:ORANGE]
[STATE_NAME:LIQUID:magma]
[STATE_ADJ:LIQUID:magma]
[STATE_COLOR:GAS:GRAY]
[STATE_NAME:GAS:dust]
[STATE_ADJ:GAS:dust]
[DISPLAY_COLOR:7:0:0]
[MATERIAL_VALUE:1]
[SPEC_HEAT:800]
[IGNITE_POINT:15000]
[MELTING_POINT:11500]
[BOILING_POINT:14000]
[HEATDAM_POINT:NONE]
[COLDDAM_POINT:NONE]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:2500]
[LIQUID_DENSITY:3000]
[IMPACT_YIELD:100000]
[IMPACT_FRACTURE:100000]
[IMPACT_STRAIN_AT_YIELD:100]
[COMPRESSIVE_YIELD:100000]
[COMPRESSIVE_FRACTURE:100000]
[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:10000]
[SHEAR_FRACTURE:10000]
[SHEAR_STRAIN_AT_YIELD:100]
[BENDING_YIELD:10000]
[BENDING_FRACTURE:10000]
[BENDING_STRAIN_AT_YIELD:100]
[MAX_EDGE:1000]
[ABSORPTION:0]
[ITEMS_HARD]
[MATERIAL_TEMPLATE:METAL_TEMPLATE_URD] once again, not recreating any wheels or anything
[STATE_COLOR:ALL_SOLID:ASH_GRAY]
[STATE_NAME:ALL_SOLID:metal]
[STATE_ADJ:ALL_SOLID:metal]
[STATE_COLOR:LIQUID:RED]
[STATE_NAME:LIQUID:molten metal]
[STATE_ADJ:LIQUID:molten metal]
[STATE_COLOR:GAS:RED]
[STATE_NAME:GAS:boiling metal]
[STATE_ADJ:GAS:boiling metal]
[DISPLAY_COLOR:7:0:0]
[MATERIAL_VALUE:1]
[SPEC_HEAT:450]
[IGNITE_POINT:14000]
[MELTING_POINT:12500]
[BOILING_POINT:15000]
[HEATDAM_POINT:14500]
[COLDDAM_POINT:9800]
[SOLID_DENSITY:7500]
[LIQUID_DENSITY:7000]
[IMPACT_YIELD:300000]
[IMPACT_FRACTURE:800000]
[IMPACT_STRAIN_AT_YIELD:200]
[COMPRESSIVE_YIELD:300000]
[COMPRESSIVE_FRACTURE:800000]
[COMPRESSIVE_STRAIN_AT_YIELD:250]
[TENSILE_YIELD:70000]
[TENSILE_FRACTURE:300000]
[TENSILE_STRAIN_AT_YIELD:200]
[TORSION_YIELD:100000]
[TORSION_FRACTURE:200000]
[TORSION_STRAIN_AT_YIELD:200]
[SHEAR_YIELD:80000]
[SHEAR_FRACTURE:200000]
[SHEAR_STRAIN_AT_YIELD:200]
[BENDING_YIELD:100000]
[BENDING_FRACTURE:300000]
[BENDING_STRAIN_AT_YIELD:60]
[MAX_EDGE:15000]
[IS_METAL]
Nothing brand new. The metal templates a bit nerfed, but it's very similar to vanilla.
Edit: We have an opportunity to change the standard gaits. Should we?
Double Edit: It's very similar to simply because you can't change a stone that much.
And then there were two.
The young Bear God looked upon the God Urd's work - a shapeless lump of rock, suspended in a vast void of nothingness. It was far from complete. To hope that this may match the Elder God's creation may be foolish, but the fledgling world showed promise. Even as he contemplated, he could sense the God Urd hard at work creating the laws of the world that was to be. A complex process of numbers and symmetry.
It was well within the Bear God's capabilities, but it was a dull and thankless task. For now, he was restricted by what had already been put in place. Two laws - of metal and stone. Enough to tell a story of the birth of this world.
At the dawn of time, four basic stones were moulded from the earth.
Dreit, Reyl, Khor & Rokku.
[INORGANIC:DREIT_BSK]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:dreit][DISPLAY_COLOR:4:6:0][TILE:177]
[SEDIMENTARY]
[IS_STONE]
[INORGANIC:REYL_BSK]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:reyl][DISPLAY_COLOR:0:7:0][TILE:247]
[IGNEOUS_EXTRUSIVE]
[IS_STONE]
[INORGANIC:KHOR_BSK]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:khor][DISPLAY_COLOR:4:7:0][TILE:247]
[METAMORPHIC]
[IS_STONE]
[INORGANIC:ROKKU_BSK]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:rokku][DISPLAY_COLOR:0:7:1][TILE:178]
[IGNEOUS_INTRUSIVE]
[IS_STONE]
The weight of the world bore down upon the fresh stone, and the first ore was forged.
Don.
[INORGANIC:DON_BSK]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:don][DISPLAY_COLOR:1:7:0][TILE:'*']
[ENVIRONMENT:METAMORPHIC:CLUSTER_SMALL:100]
[ENVIRONMENT:IGNEOUS_INTRUSIVE:CLUSTER_SMALL:100]
[ENVIRONMENT:IGNEOUS_EXTRUSIVE:CLUSTER_SMALL:100]
[ITEM_SYMBOL:'*']
[METAL_ORE:AERON_BSK:50]
[METAL_ORE:GARGON_BSK:50]
[MATERIAL_VALUE:10]
[IS_STONE]
With it, came the twin metals: Aeron and Gargon.
One; razor-sharp.
One; dense and heavy.
[INORGANIC:AERON_BSK]
[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:aeron]
[STATE_NAME_ADJ:LIQUID:liquid aeron]
[STATE_NAME_ADJ:GAS:boiling aeron]
[STATE_COLOR:ALL_SOLID:MIDNIGHT_BLUE]
[STATE_COLOR:LIQUID:CERULEAN]
[STATE_COLOR:GAS:COBALT]
[DISPLAY_COLOR:1:0:0]
[BUILD_COLOR:1:0:0]
[BASIC_COLOR:1:0]
[ITEMS_WEAPON][ITEMS_WEAPON_RANGED][ITEMS_AMMO][ITEMS_DIGGER][ITEMS_ARMOR][ITEMS_ANVIL]
[ITEMS_HARD]
[ITEMS_METAL]
[ITEMS_BARRED]
[ITEMS_SCALED]
[SOLID_DENSITY:6500]
[SHEAR_YIELD:150000]
[SHEAR_FRACTURE:300000]
[SHEAR_STRAIN_AT_YIELD:100]
[IMPACT_YIELD:200000]
[IMPACT_FRACTURE:500000]
[IMPACT_STRAIN_AT_YIELD:100]
[MATERIAL_VALUE:10]
[INORGANIC:GARGON_BSK]
[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:gargon]
[STATE_NAME_ADJ:LIQUID:liquid gargon]
[STATE_NAME_ADJ:GAS:boiling gargon]
[STATE_COLOR:ALL_SOLID:BLACK]
[STATE_COLOR:LIQUID:SILVER]
[STATE_COLOR:GAS:CLEAR]
[DISPLAY_COLOR:0:0:1]
[BUILD_COLOR:0:0:1]
[BASIC_COLOR:0:1]
[ITEMS_WEAPON][ITEMS_WEAPON_RANGED][ITEMS_AMMO][ITEMS_DIGGER][ITEMS_ARMOR][ITEMS_ANVIL]
[ITEMS_HARD]
[ITEMS_METAL]
[ITEMS_BARRED]
[ITEMS_SCALED]
[SOLID_DENSITY:8500]
[SHEAR_YIELD:50000]
[SHEAR_FRACTURE:150000]
[SHEAR_STRAIN_AT_YIELD:300]
[IMPACT_YIELD:500000]
[IMPACT_FRACTURE:1000000]
[IMPACT_STRAIN_AT_YIELD:500]
[MATERIAL_VALUE:10]
[MAX_EDGE:10000]
Beneath the world, towering spires of frozen stone emerge from the heat.
Fielish veins.
They are colder than ice, powered by the fiel strands within their core - which are colder and sharper still.
[INORGANIC:FIELISH_BSK]
[STATE_NAME_ADJ:ALL_SOLID:fielish]
[STATE_COLOR:ALL_SOLID:LIGHT_BLUE]
[STATE_NAME_ADJ:LIQUID:melting fielish]
[STATE_COLOR:LIQUID:LIGHT_BLUE]
[STATE_NAME_ADJ:GAS:boiling fielish]
[STATE_COLOR:GAS:CLEAR]
[DISPLAY_COLOR:3:15:1]
[TILE_COLOR:3:15:1]
[BUILD_COLOR:3:15:1]
[BASIC_COLOR:3:1]
[TILE:159]
[ITEM_SYMBOL:7]
[MATERIAL_VALUE:100]
[DEEP_SPECIAL]
[SOLID_DENSITY:3000]
[LIQUID_DENSITY:1000]
[SPEC_HEAT:100000]
[MAT_FIXED_TEMP:9900]
[IMPACT_YIELD:1000000]
[IMPACT_FRACTURE:1000000]
[IMPACT_STRAIN_AT_YIELD:0]
[COMPRESSIVE_YIELD:1000000]
[COMPRESSIVE_FRACTURE:1000000]
[COMPRESSIVE_STRAIN_AT_YIELD:0]
[TENSILE_YIELD:1000000]
[TENSILE_FRACTURE:1000000]
[TENSILE_STRAIN_AT_YIELD:0]
[TORSION_YIELD:1000000]
[TORSION_FRACTURE:1000000]
[TORSION_STRAIN_AT_YIELD:0]
[SHEAR_YIELD:1000000]
[SHEAR_FRACTURE:1000000]
[SHEAR_STRAIN_AT_YIELD:0]
[BENDING_YIELD:1000000]
[BENDING_FRACTURE:1000000]
[BENDING_STRAIN_AT_YIELD:0]
[MAX_EDGE:1000]
[ITEMS_HARD]
[IS_STONE]
[THREAD_METAL:FIEL_BSK:100]
[INORGANIC:FIEL_BSK]
[STATE_NAME_ADJ:ALL_SOLID:fiel]
[STATE_COLOR:ALL_SOLID:PERIWINKLE]
[STATE_NAME_ADJ:LIQUID:liquid fiel]
[STATE_COLOR:LIQUID:PERIWINKLE]
[STATE_NAME_ADJ:GAS:fiel vapor]
[STATE_COLOR:GAS:CLEAR]
[DISPLAY_COLOR:7:11:1]
[TILE_COLOR:7:11:1]
[BUILD_COLOR:7:11:1]
[BASIC_COLOR:7:1]
[MATERIAL_VALUE:200]
[SOLID_DENSITY:3000]
[LIQUID_DENSITY:1000]
[SPEC_HEAT:10]
[MAT_FIXED_TEMP:9000] woo cold
[IMPACT_YIELD:3000000]
[IMPACT_FRACTURE:3000000]
[IMPACT_STRAIN_AT_YIELD:0]
[COMPRESSIVE_YIELD:3000000]
[COMPRESSIVE_FRACTURE:3000000]
[COMPRESSIVE_STRAIN_AT_YIELD:0]
[TENSILE_YIELD:3000000]
[TENSILE_FRACTURE:3000000]
[TENSILE_STRAIN_AT_YIELD:0]
[TORSION_YIELD:3000000]
[TORSION_FRACTURE:3000000]
[TORSION_STRAIN_AT_YIELD:0]
[SHEAR_YIELD:3000000]
[SHEAR_FRACTURE:3000000]
[SHEAR_STRAIN_AT_YIELD:0]
[BENDING_YIELD:3000000]
[BENDING_FRACTURE:3000000]
[BENDING_STRAIN_AT_YIELD:0]
[MAX_EDGE:100000]
[ITEMS_WEAPON][ITEMS_WEAPON_RANGED][ITEMS_AMMO][ITEMS_DIGGER]
[ITEMS_HARD]
[ITEMS_METAL]
[ITEMS_BARRED]
[ITEMS_SCALED]
[WAFERS]
[STOCKPILE_THREAD_METAL]
And at the heart of the planet, a glowing core of pure magicite spins.
Infusing every being in this planet with magic.
[INORGANIC:MAGICITE_BSK]
[STATE_NAME_ADJ:ALL_SOLID:magicite]
[STATE_COLOR:ALL_SOLID:PURPLE]
[STATE_NAME_ADJ:LIQUID:pure magic]
[STATE_COLOR:LIQUID:AMETHYST]
[STATE_NAME_ADJ:GAS:wild magic]
[STATE_COLOR:GAS:VIOLET]
[DISPLAY_COLOR:5:0:0]
[TILE_COLOR:5:0:0]
[BUILD_COLOR:5:5:1]
[BASIC_COLOR:5:1]
[TILE:176]
[ITEM_SYMBOL:4]
[MATERIAL_VALUE:100]
[DEEP_SURFACE]
[SOLID_DENSITY:300]
[LIQUID_DENSITY:100]
[SPEC_HEAT:10]
[MAT_FIXED_TEMP:10000000]
[IMPACT_YIELD:5000000]
[IMPACT_FRACTURE:5000000]
[IMPACT_STRAIN_AT_YIELD:0]
[COMPRESSIVE_YIELD:5000000]
[COMPRESSIVE_FRACTURE:5000000]
[COMPRESSIVE_STRAIN_AT_YIELD:0]
[TENSILE_YIELD:5000000]
[TENSILE_FRACTURE:5000000]
[TENSILE_STRAIN_AT_YIELD:0]
[TORSION_YIELD:5000000]
[TORSION_FRACTURE:5000000]
[TORSION_STRAIN_AT_YIELD:0]
[SHEAR_YIELD:5000000]
[SHEAR_FRACTURE:5000000]
[SHEAR_STRAIN_AT_YIELD:0]
[BENDING_YIELD:5000000]
[BENDING_FRACTURE:5000000]
[BENDING_STRAIN_AT_YIELD:0]
[MAX_EDGE:1000]
[ITEMS_HARD]
[IS_STONE]
[UNDIGGABLE]
^ Urp, I forgot to replace all the stone and metal templates with your versions (_URD). Sorry.
Don can be used to smelt both Aeron and Gargon. Aeron is a lightweight blue metal that is suitable for edged weapons and armor. Gargon is a dense black metal, great for blunt weapons and armor. They can both be used to make the same things, since I didn't want to confuse new players.
Fielish is this world's equivalent of adamantite. Because fielish is always at a freezing temperature, it is able to withstand the intense heat of the magma sea. Pure fiel strands can be extracted from fielish rocks and crafted into wafers, giving you a metal with immensely strong material properties.
But I wanted to avoid making it as explicitly overpowered as adamantine, which always peeved me as essentially an 'IWINLOL' button. Therefore, using fiel has a price. Fiel metal is even colder than fielish, coming in at -550 Celsius, and most beings wielding fiel weapons will get their hands 'mangled beyond recognition'. I haven't tested extensively to see if the frostbite eventually kills, but if it does, it'll probably take more than a year to do so.
Magicite... I originally tinkered with making it diggable (and blasting the miner with pure magical power), but eh, decided against it. It's a very nice purple color now.
The Bear God was awaiting his chance to practice his craft. He craved for the creation of life - to see the lights of a billion souls flicker across this realm. Yet the laws were still not in place, and the Bear God was becoming restless. He was never one to dawdle.
It did not take long for the strings of creation to wind and flow through him, and the Bear God began crafting his own laws.
[MATERIAL_TEMPLATE:PLANT_SOFT_TEMPLATE_BSK]
[STATE_COLOR:ALL_SOLID:GREEN_YELLOW]
[STATE_NAME:ALL_SOLID:plant]
[STATE_ADJ:ALL_SOLID:plant]
[STATE_COLOR:SOLID_PASTE:GREEN_YELLOW]
[STATE_NAME:SOLID_PASTE:paste]
[STATE_ADJ:SOLID_PASTE:paste]
[STATE_COLOR:SOLID_PRESSED:GREEN_YELLOW]
[STATE_NAME:SOLID_PRESSED:matter]
[STATE_ADJ:SOLID_PRESSED:matter]
[STATE_COLOR:LIQUID:GREEN_YELLOW]
[STATE_NAME:LIQUID:solution]
[STATE_ADJ:LIQUID:solution]
[STATE_COLOR:GAS:GREEN_YELLOW]
[STATE_NAME:GAS:gas]
[STATE_ADJ:GAS:gas]
[DISPLAY_COLOR:2:0:0]
[MATERIAL_VALUE:1]
[SPEC_HEAT:3000]
[IGNITE_POINT:10500]
[MELTING_POINT:NONE]
[BOILING_POINT:NONE]
[HEATDAM_POINT:10200]
[COLDDAM_POINT:9900]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:500]
[LIQUID_DENSITY:NONE]
[MOLAR_MASS:NONE]
[IMPACT_YIELD:10000]
[IMPACT_FRACTURE:10000]
[IMPACT_STRAIN_AT_YIELD:15000]
[COMPRESSIVE_YIELD:10000]
[COMPRESSIVE_FRACTURE:10000]
[COMPRESSIVE_STRAIN_AT_YIELD:15000]
[TENSILE_YIELD:10000]
[TENSILE_FRACTURE:10000]
[TENSILE_STRAIN_AT_YIELD:15000]
[TORSION_YIELD:10000]
[TORSION_FRACTURE:10000]
[TORSION_STRAIN_AT_YIELD:15000]
[SHEAR_YIELD:10000]
[SHEAR_FRACTURE:10000]
[SHEAR_STRAIN_AT_YIELD:15000]
[BENDING_YIELD:10000]
[BENDING_FRACTURE:10000]
[BENDING_STRAIN_AT_YIELD:15000]
[MAX_EDGE:1000]
[ABSORPTION:100]
[ROTS]
[MATERIAL_TEMPLATE:PLANT_MEDIUM_TEMPLATE_BSK]
[STATE_COLOR:ALL_SOLID:GREEN]
[STATE_NAME:ALL_SOLID:plant]
[STATE_ADJ:ALL_SOLID:plant]
[STATE_COLOR:SOLID_PASTE:GREEN]
[STATE_NAME:SOLID_PASTE:paste]
[STATE_ADJ:SOLID_PASTE:paste]
[STATE_COLOR:SOLID_PRESSED:GREEN]
[STATE_NAME:SOLID_PRESSED:matter]
[STATE_ADJ:SOLID_PRESSED:matter]
[STATE_COLOR:LIQUID:GREEN]
[STATE_NAME:LIQUID:solution]
[STATE_ADJ:LIQUID:solution]
[STATE_COLOR:GAS:GREEN]
[STATE_NAME:GAS:gas]
[STATE_ADJ:GAS:gas]
[DISPLAY_COLOR:2:0:0]
[MATERIAL_VALUE:1]
[SPEC_HEAT:4000]
[IGNITE_POINT:10500]
[MELTING_POINT:NONE]
[BOILING_POINT:NONE]
[HEATDAM_POINT:10200]
[COLDDAM_POINT:9900]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:1000]
[LIQUID_DENSITY:NONE]
[MOLAR_MASS:NONE]
[IMPACT_YIELD:30000]
[IMPACT_FRACTURE:30000]
[IMPACT_STRAIN_AT_YIELD:5000]
[COMPRESSIVE_YIELD:30000]
[COMPRESSIVE_FRACTURE:30000]
[COMPRESSIVE_STRAIN_AT_YIELD:5000]
[TENSILE_YIELD:30000]
[TENSILE_FRACTURE:30000]
[TENSILE_STRAIN_AT_YIELD:5000]
[TORSION_YIELD:30000]
[TORSION_FRACTURE:30000]
[TORSION_STRAIN_AT_YIELD:5000]
[SHEAR_YIELD:30000]
[SHEAR_FRACTURE:30000]
[SHEAR_STRAIN_AT_YIELD:5000]
[BENDING_YIELD:30000]
[BENDING_FRACTURE:30000]
[BENDING_STRAIN_AT_YIELD:5000]
[MAX_EDGE:1000]
[ABSORPTION:100]
[ROTS]
[MATERIAL_TEMPLATE:PLANT_HARD_TEMPLATE_BSK]
[STATE_COLOR:ALL_SOLID:DARK_GREEN]
[STATE_NAME:ALL_SOLID:plant]
[STATE_ADJ:ALL_SOLID:plant]
[STATE_COLOR:SOLID_PASTE:DARK_GREEN]
[STATE_NAME:SOLID_PASTE:paste]
[STATE_ADJ:SOLID_PASTE:paste]
[STATE_COLOR:SOLID_PRESSED:DARK_GREEN]
[STATE_NAME:SOLID_PRESSED:matter]
[STATE_ADJ:SOLID_PRESSED:matter]
[STATE_COLOR:LIQUID:DARK_GREEN]
[STATE_NAME:LIQUID:solution]
[STATE_ADJ:LIQUID:solution]
[STATE_COLOR:GAS:DARK_GREEN]
[STATE_NAME:GAS:gas]
[STATE_ADJ:GAS:gas]
[DISPLAY_COLOR:2:0:0]
[MATERIAL_VALUE:1]
[SPEC_HEAT:5000]
[IGNITE_POINT:10500]
[MELTING_POINT:NONE]
[BOILING_POINT:NONE]
[HEATDAM_POINT:10200]
[COLDDAM_POINT:9900]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:1500]
[LIQUID_DENSITY:NONE]
[MOLAR_MASS:NONE]
[IMPACT_YIELD:50000]
[IMPACT_FRACTURE:50000]
[IMPACT_STRAIN_AT_YIELD:1000]
[COMPRESSIVE_YIELD:50000]
[COMPRESSIVE_FRACTURE:50000]
[COMPRESSIVE_STRAIN_AT_YIELD:1000]
[TENSILE_YIELD:50000]
[TENSILE_FRACTURE:50000]
[TENSILE_STRAIN_AT_YIELD:1000]
[TORSION_YIELD:50000]
[TORSION_FRACTURE:50000]
[TORSION_STRAIN_AT_YIELD:1000]
[SHEAR_YIELD:50000]
[SHEAR_FRACTURE:50000]
[SHEAR_STRAIN_AT_YIELD:1000]
[BENDING_YIELD:50000]
[BENDING_FRACTURE:50000]
[BENDING_STRAIN_AT_YIELD:1000]
[MAX_EDGE:1000]
[ABSORPTION:100]
[ROTS]
[MATERIAL_TEMPLATE:WOOD_SOFT_TEMPLATE_BSK]
[STATE_COLOR:ALL_SOLID:LIGHT_BROWN]
[STATE_NAME:ALL_SOLID:wood]
[STATE_ADJ:ALL_SOLID:wood]
[STATE_COLOR:SOLID_PASTE:LIGHT_BROWN]
[STATE_NAME:SOLID_PASTE:wood slurry]
[STATE_ADJ:SOLID_PASTE:wood slurry]
[STATE_COLOR:SOLID_PRESSED:LIGHT_BROWN]
[STATE_NAME:SOLID_PRESSED:wood chippings]
[STATE_ADJ:SOLID_PRESSED:wood chippings]
[STATE_COLOR:LIQUID:LIGHT_BROWN]
[STATE_NAME:LIQUID:liquified wood]
[STATE_ADJ:LIQUID:liquified wood]
[STATE_COLOR:GAS:LIGHT_BROWN]
[STATE_NAME:GAS:smoke]
[STATE_ADJ:GAS:smoke]
[DISPLAY_COLOR:6:0:0]
[MATERIAL_VALUE:1]
[SPEC_HEAT:1000]
[IGNITE_POINT:10500]
[MELTING_POINT:NONE]
[BOILING_POINT:NONE]
[HEATDAM_POINT:10200]
[COLDDAM_POINT:9900]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:1000]
[LIQUID_DENSITY:NONE]
[MOLAR_MASS:NONE]
[IMPACT_YIELD:40000]
[IMPACT_FRACTURE:40000]
[IMPACT_STRAIN_AT_YIELD:1000]
[COMPRESSIVE_YIELD:40000]
[COMPRESSIVE_FRACTURE:40000]
[COMPRESSIVE_STRAIN_AT_YIELD:1000]
[TENSILE_YIELD:40000]
[TENSILE_FRACTURE:40000]
[TENSILE_STRAIN_AT_YIELD:1000]
[TORSION_YIELD:40000]
[TORSION_FRACTURE:40000]
[TORSION_STRAIN_AT_YIELD:1000]
[SHEAR_YIELD:40000]
[SHEAR_FRACTURE:40000]
[SHEAR_STRAIN_AT_YIELD:1000]
[BENDING_YIELD:40000]
[BENDING_FRACTURE:40000]
[BENDING_STRAIN_AT_YIELD:1000]
[MAX_EDGE:1000]
[ABSORPTION:0]
[ITEMS_HARD]
[ITEMS_WEAPON]
[ITEMS_WEAPON_RANGED]
[ITEMS_AMMO]
[ITEMS_ARMOR]
[ITEMS_SIEGE_ENGINE]
[WOOD]
[MATERIAL_TEMPLATE:WOOD_MEDIUM_TEMPLATE_BSK]
[STATE_COLOR:ALL_SOLID:BROWN]
[STATE_NAME:ALL_SOLID:wood]
[STATE_ADJ:ALL_SOLID:wood]
[STATE_COLOR:SOLID_PASTE:BROWN]
[STATE_NAME:SOLID_PASTE:wood slurry]
[STATE_ADJ:SOLID_PASTE:wood slurry]
[STATE_COLOR:SOLID_PRESSED:BROWN]
[STATE_NAME:SOLID_PRESSED:wood chippings]
[STATE_ADJ:SOLID_PRESSED:wood chippings]
[STATE_COLOR:LIQUID:BROWN]
[STATE_NAME:LIQUID:liquified wood]
[STATE_ADJ:LIQUID:liquified wood]
[STATE_COLOR:GAS:BROWN]
[STATE_NAME:GAS:smoke]
[STATE_ADJ:GAS:smoke]
[DISPLAY_COLOR:6:0:0]
[MATERIAL_VALUE:1]
[SPEC_HEAT:2000]
[IGNITE_POINT:10500]
[MELTING_POINT:NONE]
[BOILING_POINT:NONE]
[HEATDAM_POINT:10200]
[COLDDAM_POINT:9900]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:2000]
[LIQUID_DENSITY:NONE]
[MOLAR_MASS:NONE]
[IMPACT_YIELD:70000]
[IMPACT_FRACTURE:70000]
[IMPACT_STRAIN_AT_YIELD:500]
[COMPRESSIVE_YIELD:70000]
[COMPRESSIVE_FRACTURE:70000]
[COMPRESSIVE_STRAIN_AT_YIELD:500]
[TENSILE_YIELD:70000]
[TENSILE_FRACTURE:70000]
[TENSILE_STRAIN_AT_YIELD:500]
[TORSION_YIELD:70000]
[TORSION_FRACTURE:70000]
[TORSION_STRAIN_AT_YIELD:500]
[SHEAR_YIELD:70000]
[SHEAR_FRACTURE:70000]
[SHEAR_STRAIN_AT_YIELD:500]
[BENDING_YIELD:70000]
[BENDING_FRACTURE:70000]
[BENDING_STRAIN_AT_YIELD:500]
[MAX_EDGE:1000]
[ABSORPTION:0]
[ITEMS_HARD]
[ITEMS_WEAPON]
[ITEMS_WEAPON_RANGED]
[ITEMS_AMMO]
[ITEMS_ARMOR]
[ITEMS_SIEGE_ENGINE]
[WOOD]
[MATERIAL_TEMPLATE:WOOD_HARD_TEMPLATE_BSK]
[STATE_COLOR:ALL_SOLID:DARK_BROWN]
[STATE_NAME:ALL_SOLID:wood]
[STATE_ADJ:ALL_SOLID:wood]
[STATE_COLOR:SOLID_PASTE:DARK_BROWN]
[STATE_NAME:SOLID_PASTE:wood slurry]
[STATE_ADJ:SOLID_PASTE:wood slurry]
[STATE_COLOR:SOLID_PRESSED:DARK_BROWN]
[STATE_NAME:SOLID_PRESSED:wood chippings]
[STATE_ADJ:SOLID_PRESSED:wood chippings]
[STATE_COLOR:LIQUID:DARK_BROWN]
[STATE_NAME:LIQUID:liquified wood]
[STATE_ADJ:LIQUID:liquified wood]
[STATE_COLOR:GAS:DARK_BROWN]
[STATE_NAME:GAS:smoke]
[STATE_ADJ:GAS:smoke]
[DISPLAY_COLOR:6:0:0]
[MATERIAL_VALUE:1]
[SPEC_HEAT:3000]
[IGNITE_POINT:10500]
[MELTING_POINT:NONE]
[BOILING_POINT:NONE]
[HEATDAM_POINT:10200]
[COLDDAM_POINT:9900]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:3000]
[LIQUID_DENSITY:NONE]
[MOLAR_MASS:NONE]
[IMPACT_YIELD:100000]
[IMPACT_FRACTURE:100000]
[IMPACT_STRAIN_AT_YIELD:100]
[COMPRESSIVE_YIELD:100000]
[COMPRESSIVE_FRACTURE:100000]
[COMPRESSIVE_STRAIN_AT_YIELD:100]
[TENSILE_YIELD:100000]
[TENSILE_FRACTURE:100000]
[TENSILE_STRAIN_AT_YIELD:100]
[TORSION_YIELD:100000]
[TORSION_FRACTURE:100000]
[TORSION_STRAIN_AT_YIELD:100]
[SHEAR_YIELD:100000]
[SHEAR_FRACTURE:100000]
[SHEAR_STRAIN_AT_YIELD:100]
[BENDING_YIELD:100000]
[BENDING_FRACTURE:100000]
[BENDING_STRAIN_AT_YIELD:100]
[MAX_EDGE:1000]
[ABSORPTION:0]
[ITEMS_HARD]
[ITEMS_WEAPON]
[ITEMS_WEAPON_RANGED]
[ITEMS_AMMO]
[ITEMS_ARMOR]
[ITEMS_SIEGE_ENGINE]
[WOOD]
Here are some templates for plant and wood. You can call for soft, medium or hard plant/wood templates, and I've also greatly simplified the physical property values. Vanilla's might be more realistic, but since we have the opportunity to rework the templates I'm going for simplicity instead.
All impact-shear-torsion-bending-compressive values and solid densities have been standardized as follows:
Soft plant - 10000/10000/15000 ~ 500
Medium plant - 30000/30000/5000 ~ 1000
Hard plant - 50000/50000/1000 ~ 1500
Soft wood - 40000/40000/1000 ~ 1000
Medium wood - 70000/70000/500 ~ 2000
Hard wood - 100000/100000/100 ~ 3000
Think of soft plants as mushy fruit texture, medium plants as your normal plants, hard plants like dense vines.
Soft wood are twig-like, medium wood is generic wood, hard wood are really strong fantasy-esque woods with properties approaching that of stone.
Also, I've left out [STRUCTURAL_PLANT_MAT] from the plant templates, so that they could be used for non-plants like fruit and whatnot. So remember to define it if you need when using it in your local plant raws.
So, who wants to make some PLANTS?
Remember that one creature can have multiple classes. Some ideas of classification basis: organicity, magical power, intelligence, etc.
Spent around 15 minutes recreating the color palette, then I saw this.
Here's the data file to add the colors, and screencaps of all that.
Here's what I ended up writing, replacing lawn green with lime green and switching rose quartz and gray 90 around.
[BLACK_R:0]
[BLACK_G:0]
[BLACK_B:0]
[BLUE_R:0]
[BLUE_G:105]
[BLUE_B:148]
[GREEN_R:34]
[GREEN_G:139]
[GREEN_B:34]
[CYAN_R:108]
[CYAN_G:123]
[CYAN_B:139]
[RED_R:205]
[RED_G:0]
[RED_B:0]
[MAGENTA_R:139]
[MAGENTA_G:0]
[MAGENTA_B:139]
[BROWN_R:139]
[BROWN_G:115]
[BROWN_B:85]
[DGRAY_R:170]
[DGRAY_G:152]
[DGRAY_B:169]
## switched
[LGRAY_R:229]
[LGRAY_G:229]
[LGRAY_B:229]
[LBLUE_R:69]
[LBLUE_G:195]
[LBLUE_B:184]
## limegreen
[LGREEN_R:50]
[LGREEN_G:205]
[LGREEN_B:50]
[LCYAN_R:185]
[LCYAN_G:211]
[LCYAN_B:238]
[LRED_R:255]
[LRED_G:160]
[LRED_B:0]
[LMAGENTA_R:245]
[LMAGENTA_G:222]
[LMAGENTA_B:179]
[YELLOW_R:255]
[YELLOW_G:215]
[YELLOW_B:0]
[WHITE_R:255]
[WHITE_G:255]
[WHITE_B:255]
Anyway, booted it up and ran some DF. It's not a bad scheme, but two problems stand out for me: SlateGray is personally too white for ice, as seen in these brook and frozen river shots.
(http://i.imgur.com/6i6eMTr.png)
(http://i.imgur.com/oB2Gk7j.png)
Second, the brown is ugly. It doesn't fit into some things like the Stealth Mode LOS and designations, and things that up looking quite faded. I personally prefer the pastel colors to be more striking, and better colors - gray90 is too similar to white, slateG4 is quite similar to Rose Quartz, and I'm not too sure if Wheat is actually necessary.
We're going to need an actual color modder if we're going to do this. It's not going to be worth it if the set comes out looking like dirt.
^ I think what he's meaning to say is whether it'll be like the Windy Universes thread, where an upper limit of players is imposed and we only cycle through the old players.
Put the finishing touches on my color set. Here's a comparison between it and vanilla.
Vanilla
(http://i.imgur.com/YsghsbA.png)
Proposed
(http://i.imgur.com/jBzCmKa.png)
[BLACK_R:0]
[BLACK_G:0]
[BLACK_B:0]
[BLUE_R:18] Default+
[BLUE_G:51]
[BLUE_B:175]
[GREEN_R:0]
[GREEN_G:128]
[GREEN_B:0]
[CYAN_R:0]
[CYAN_G:128]
[CYAN_B:128]
[RED_R:175] Just brown
[RED_G:69]
[RED_B:20]
[MAGENTA_R:163]128 More bright magenta
[MAGENTA_G:17]
[MAGENTA_B:192]128
[BROWN_R:235] Dusk
[BROWN_G:136]
[BROWN_B:0]
[LGRAY_R:192]
[LGRAY_G:192]
[LGRAY_B:192]
[DGRAY_R:51]185 Dark Sands (Light Gray - Indigo)
[DGRAY_G:69]152
[DGRAY_B:84]115
[LBLUE_R:0] Default+
[LBLUE_G:114]
[LBLUE_B:255]
[LGREEN_R:0]
[LGREEN_G:255]
[LGREEN_B:0]
[LCYAN_R:0]
[LCYAN_G:255]
[LCYAN_B:255]
[LRED_R:200] Less bright red
[LRED_G:0]
[LRED_B:0]
[LMAGENTA_R:255]255 Bone (Light Magenta - Pink)
[LMAGENTA_G:66]32
[LMAGENTA_B:130]141
[YELLOW_R:255]
[YELLOW_G:255]
[YELLOW_B:0]
[WHITE_R:255]
[WHITE_G:255]
[WHITE_B:255]
=== Current ===
{| style="margin: 0 auto; border-spacing: 0"
|-
| style="vertical-align: top; padding: 0" |
{| style="text-align: center; border-spacing: 0 1px; margin: 0 auto; background: black; border-left: 1px solid black; border-right: 1px solid black"
|- style="background: #fff"
! style="padding: 0.15em 0.4em; width: 3em" | Col.
! style="padding: 0.15em 0.4em; width: 3em" | Bri.
! style="padding: 0.15em 0.4em; width: 9em" | Name
|- style="color: white; background: {{fgcolor|0:0}}"
| style="padding: 0.15em 0.4em" | 0
| style="padding: 0.15em 0.4em" | 0
| style="padding: 0.15em 0.4em; text-align: left" | Black
|- style="color: white; background: {{fgcolor|1:0}}"
| style="padding: 0.15em 0.4em" | 1
| style="padding: 0.15em 0.4em" | 0
| style="padding: 0.15em 0.4em; text-align: left" | Blue
|- style="color: white; background: {{fgcolor|2:0}}"
| style="padding: 0.15em 0.4em" | 2
| style="padding: 0.15em 0.4em" | 0
| style="padding: 0.15em 0.4em; text-align: left" | Green
|- style="color: white; background: {{fgcolor|3:0}}"
| style="padding: 0.15em 0.4em" | 3
| style="padding: 0.15em 0.4em" | 0
| style="padding: 0.15em 0.4em; text-align: left" | Cyan
|- style="color: white; background: {{fgcolor|4:0}}"
| style="padding: 0.15em 0.4em" | 4
| style="padding: 0.15em 0.4em" | 0
| style="padding: 0.15em 0.4em; text-align: left" | Red
|- style="color: white; background: {{fgcolor|5:0}}"
| style="padding: 0.15em 0.4em" | 5
| style="padding: 0.15em 0.4em" | 0
| style="padding: 0.15em 0.4em; text-align: left" | Magenta
|- style="color: white; background: {{fgcolor|6:0}}"
| style="padding: 0.15em 0.4em" | 6
| style="padding: 0.15em 0.4em" | 0
| style="padding: 0.15em 0.4em; text-align: left" | Brown
|- style="color: black; background: {{fgcolor|7:0}}"
| style="padding: 0.15em 0.4em" | 7
| style="padding: 0.15em 0.4em" | 0
| style="padding: 0.15em 0.4em; text-align: left" | Light grey
|}
| style="vertical-align: top; padding: 0" |
{| style="text-align: center; border-spacing: 0 1px; margin: 0 auto; background: black; border-left: 1px solid black; border-right: 1px solid black"
|- style="background: #fff"
! style="padding: 0.15em 0.4em; width: 3em" | Col.
! style="padding: 0.15em 0.4em; width: 3em" | Bri.
! style="padding: 0.15em 0.4em; width: 9em" | Name
|- style="color: white; background: {{fgcolor|0:1}}"
| style="padding: 0.15em 0.4em" | 0
| style="padding: 0.15em 0.4em" | 1
| style="padding: 0.15em 0.4em; text-align: left" | Dark grey
|- style="color: black; background: {{fgcolor|1:1}}"
| style="padding: 0.15em 0.4em" | 1
| style="padding: 0.15em 0.4em" | 1
| style="padding: 0.15em 0.4em; text-align: left" | Light blue
|- style="color: black; background: {{fgcolor|2:1}}"
| style="padding: 0.15em 0.4em" | 2
| style="padding: 0.15em 0.4em" | 1
| style="padding: 0.15em 0.4em; text-align: left" | Light green
|- style="color: black; background: {{fgcolor|3:1}}"
| style="padding: 0.15em 0.4em" | 3
| style="padding: 0.15em 0.4em" | 1
| style="padding: 0.15em 0.4em; text-align: left" | Light cyan
|- style="color: black; background: {{fgcolor|4:1}}"
| style="padding: 0.15em 0.4em" | 4
| style="padding: 0.15em 0.4em" | 1
| style="padding: 0.15em 0.4em; text-align: left" | Light red
|- style="color: black; background: {{fgcolor|5:1}}"
| style="padding: 0.15em 0.4em" | 5
| style="padding: 0.15em 0.4em" | 1
| style="padding: 0.15em 0.4em; text-align: left" | Light magenta
|- style="color: black; background: {{fgcolor|6:1}}"
| style="padding: 0.15em 0.4em" | 6
| style="padding: 0.15em 0.4em" | 1
| style="padding: 0.15em 0.4em; text-align: left" | Yellow
|- style="color: black; background: {{fgcolor|7:1}}"
| style="padding: 0.15em 0.4em" | 7
| style="padding: 0.15em 0.4em" | 1
| style="padding: 0.15em 0.4em; text-align: left" | White
|}
|}
=== Proposed ===
{| style="margin: 0 auto; border-spacing: 0"
|-
| style="vertical-align: top; padding: 0" |
{| style="text-align: center; border-spacing: 0 1px; margin: 0 auto; background: black; border-left: 1px solid black; border-right: 1px solid black"
|- style="background: #fff"
! style="padding: 0.15em 0.4em; width: 3em" | Col.
! style="padding: 0.15em 0.4em; width: 3em" | Bri.
! style="padding: 0.15em 0.4em; width: 9em" | Name
|- style="color: white; background: rgb(0,0,0)"
| style="padding: 0.15em 0.4em" | 0
| style="padding: 0.15em 0.4em" | 0
| style="padding: 0.15em 0.4em; text-align: left" | Black
|- style="color: white; background: rgb(18,51,175)"
| style="padding: 0.15em 0.4em" | 1
| style="padding: 0.15em 0.4em" | 0
| style="padding: 0.15em 0.4em; text-align: left" | Blue
|- style="color: white; background: rgb(0,128,0)"
| style="padding: 0.15em 0.4em" | 2
| style="padding: 0.15em 0.4em" | 0
| style="padding: 0.15em 0.4em; text-align: left" | Green
|- style="color: white; background: rgb(0,128,128)"
| style="padding: 0.15em 0.4em" | 3
| style="padding: 0.15em 0.4em" | 0
| style="padding: 0.15em 0.4em; text-align: left" | Cyan
|- style="color: white; background: rgb(175,69,20)"
| style="padding: 0.15em 0.4em" | 4
| style="padding: 0.15em 0.4em" | 0
| style="padding: 0.15em 0.4em; text-align: left" | Brown
|- style="color: white; background: rgb(163,17,192)"
| style="padding: 0.15em 0.4em" | 5
| style="padding: 0.15em 0.4em" | 0
| style="padding: 0.15em 0.4em; text-align: left" | Purple
|- style="color: black; background: rgb(235,136,0)"
| style="padding: 0.15em 0.4em" | 6
| style="padding: 0.15em 0.4em" | 0
| style="padding: 0.15em 0.4em; text-align: left" | Orange
|- style="color: black; background: rgb(192,192,192)"
| style="padding: 0.15em 0.4em" | 7
| style="padding: 0.15em 0.4em" | 0
| style="padding: 0.15em 0.4em; text-align: left" | Light grey
|}
| style="vertical-align: top; padding: 0" |
{| style="text-align: center; border-spacing: 0 1px; margin: 0 auto; background: black; border-left: 1px solid black; border-right: 1px solid black"
|- style="background: #fff"
! style="padding: 0.15em 0.4em; width: 3em" | Col.
! style="padding: 0.15em 0.4em; width: 3em" | Bri.
! style="padding: 0.15em 0.4em; width: 9em" | Name
|- style="color: white; background: rgb(51,69,84)"
| style="padding: 0.15em 0.4em" | 0
| style="padding: 0.15em 0.4em" | 1
| style="padding: 0.15em 0.4em; text-align: left" | Indigo gray
|- style="color: black; background: rgb(0,114,255)"
| style="padding: 0.15em 0.4em" | 1
| style="padding: 0.15em 0.4em" | 1
| style="padding: 0.15em 0.4em; text-align: left" | Light blue
|- style="color: black; background: rgb(0,255,0)"
| style="padding: 0.15em 0.4em" | 2
| style="padding: 0.15em 0.4em" | 1
| style="padding: 0.15em 0.4em; text-align: left" | Light green
|- style="color: black; background: rgb(0,255,255)"
| style="padding: 0.15em 0.4em" | 3
| style="padding: 0.15em 0.4em" | 1
| style="padding: 0.15em 0.4em; text-align: left" | Light cyan
|- style="color: black; background: rgb(200,0,0)"
| style="padding: 0.15em 0.4em" | 4
| style="padding: 0.15em 0.4em" | 1
| style="padding: 0.15em 0.4em; text-align: left" | Red
|- style="color: black; background: rgb(255,66,130)"
| style="padding: 0.15em 0.4em" | 5
| style="padding: 0.15em 0.4em" | 1
| style="padding: 0.15em 0.4em; text-align: left" | Pink
|- style="color: black; background: rgb(255,255,0)"
| style="padding: 0.15em 0.4em" | 6
| style="padding: 0.15em 0.4em" | 1
| style="padding: 0.15em 0.4em; text-align: left" | Yellow
|- style="color: black; background: rgb(255,255,255)"
| style="padding: 0.15em 0.4em" | 7
| style="padding: 0.15em 0.4em" | 1
| style="padding: 0.15em 0.4em; text-align: left" | White
|}
|}
Changes:
- 2 shades of red ---> 1
- 2 shades of purple ---> 1
- modified blue
- - vanilla's brown
- - dark grey
- + real brown
- + indigo grey
- + pink
- + orange
What do you think? I like it because it allows us to play with more colors than usual, while still keeping that vanilla flavor. Plus, it's vibrant, and the style definitely helps us to distinguish ourselves from regular DF.
Could I work on some forests? Live up to my name as Warden of the Woods, :P
Moddiing them? Sure. We have some plant templates you can go ahead and use.
material_template_organic_bsk
[OBJECT:MATERIAL_TEMPLATE]
[MATERIAL_TEMPLATE:PLANT_SOFT_TEMPLATE_BSK]
[STATE_COLOR:ALL_SOLID:GREEN_YELLOW]
[STATE_NAME:ALL_SOLID:plant]
[STATE_ADJ:ALL_SOLID:plant]
[STATE_COLOR:SOLID_PASTE:GREEN_YELLOW]
[STATE_NAME:SOLID_PASTE:paste]
[STATE_ADJ:SOLID_PASTE:paste]
[STATE_COLOR:SOLID_PRESSED:GREEN_YELLOW]
[STATE_NAME:SOLID_PRESSED:matter]
[STATE_ADJ:SOLID_PRESSED:matter]
[STATE_COLOR:LIQUID:GREEN_YELLOW]
[STATE_NAME:LIQUID:solution]
[STATE_ADJ:LIQUID:solution]
[STATE_COLOR:GAS:GREEN_YELLOW]
[STATE_NAME:GAS:gas]
[STATE_ADJ:GAS:gas]
[DISPLAY_COLOR:2:0:0]
[MATERIAL_VALUE:1]
[SPEC_HEAT:3000]
[IGNITE_POINT:10500]
[MELTING_POINT:NONE]
[BOILING_POINT:NONE]
[HEATDAM_POINT:10200]
[COLDDAM_POINT:9900]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:500]
[LIQUID_DENSITY:NONE]
[MOLAR_MASS:NONE]
[IMPACT_YIELD:10000]
[IMPACT_FRACTURE:10000]
[IMPACT_STRAIN_AT_YIELD:15000]
[COMPRESSIVE_YIELD:10000]
[COMPRESSIVE_FRACTURE:10000]
[COMPRESSIVE_STRAIN_AT_YIELD:15000]
[TENSILE_YIELD:10000]
[TENSILE_FRACTURE:10000]
[TENSILE_STRAIN_AT_YIELD:15000]
[TORSION_YIELD:10000]
[TORSION_FRACTURE:10000]
[TORSION_STRAIN_AT_YIELD:15000]
[SHEAR_YIELD:10000]
[SHEAR_FRACTURE:10000]
[SHEAR_STRAIN_AT_YIELD:15000]
[BENDING_YIELD:10000]
[BENDING_FRACTURE:10000]
[BENDING_STRAIN_AT_YIELD:15000]
[MAX_EDGE:1000]
[ABSORPTION:100]
[ROTS]
[MATERIAL_TEMPLATE:PLANT_MEDIUM_TEMPLATE_BSK]
[STATE_COLOR:ALL_SOLID:GREEN]
[STATE_NAME:ALL_SOLID:plant]
[STATE_ADJ:ALL_SOLID:plant]
[STATE_COLOR:SOLID_PASTE:GREEN]
[STATE_NAME:SOLID_PASTE:paste]
[STATE_ADJ:SOLID_PASTE:paste]
[STATE_COLOR:SOLID_PRESSED:GREEN]
[STATE_NAME:SOLID_PRESSED:matter]
[STATE_ADJ:SOLID_PRESSED:matter]
[STATE_COLOR:LIQUID:GREEN]
[STATE_NAME:LIQUID:solution]
[STATE_ADJ:LIQUID:solution]
[STATE_COLOR:GAS:GREEN]
[STATE_NAME:GAS:gas]
[STATE_ADJ:GAS:gas]
[DISPLAY_COLOR:2:0:0]
[MATERIAL_VALUE:1]
[SPEC_HEAT:4000]
[IGNITE_POINT:10500]
[MELTING_POINT:NONE]
[BOILING_POINT:NONE]
[HEATDAM_POINT:10200]
[COLDDAM_POINT:9900]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:1000]
[LIQUID_DENSITY:NONE]
[MOLAR_MASS:NONE]
[IMPACT_YIELD:30000]
[IMPACT_FRACTURE:30000]
[IMPACT_STRAIN_AT_YIELD:5000]
[COMPRESSIVE_YIELD:30000]
[COMPRESSIVE_FRACTURE:30000]
[COMPRESSIVE_STRAIN_AT_YIELD:5000]
[TENSILE_YIELD:30000]
[TENSILE_FRACTURE:30000]
[TENSILE_STRAIN_AT_YIELD:5000]
[TORSION_YIELD:30000]
[TORSION_FRACTURE:30000]
[TORSION_STRAIN_AT_YIELD:5000]
[SHEAR_YIELD:30000]
[SHEAR_FRACTURE:30000]
[SHEAR_STRAIN_AT_YIELD:5000]
[BENDING_YIELD:30000]
[BENDING_FRACTURE:30000]
[BENDING_STRAIN_AT_YIELD:5000]
[MAX_EDGE:1000]
[ABSORPTION:100]
[ROTS]
[MATERIAL_TEMPLATE:PLANT_HARD_TEMPLATE_BSK]
[STATE_COLOR:ALL_SOLID:DARK_GREEN]
[STATE_NAME:ALL_SOLID:plant]
[STATE_ADJ:ALL_SOLID:plant]
[STATE_COLOR:SOLID_PASTE:DARK_GREEN]
[STATE_NAME:SOLID_PASTE:paste]
[STATE_ADJ:SOLID_PASTE:paste]
[STATE_COLOR:SOLID_PRESSED:DARK_GREEN]
[STATE_NAME:SOLID_PRESSED:matter]
[STATE_ADJ:SOLID_PRESSED:matter]
[STATE_COLOR:LIQUID:DARK_GREEN]
[STATE_NAME:LIQUID:solution]
[STATE_ADJ:LIQUID:solution]
[STATE_COLOR:GAS:DARK_GREEN]
[STATE_NAME:GAS:gas]
[STATE_ADJ:GAS:gas]
[DISPLAY_COLOR:2:0:0]
[MATERIAL_VALUE:1]
[SPEC_HEAT:5000]
[IGNITE_POINT:10500]
[MELTING_POINT:NONE]
[BOILING_POINT:NONE]
[HEATDAM_POINT:10200]
[COLDDAM_POINT:9900]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:1500]
[LIQUID_DENSITY:NONE]
[MOLAR_MASS:NONE]
[IMPACT_YIELD:50000]
[IMPACT_FRACTURE:50000]
[IMPACT_STRAIN_AT_YIELD:1000]
[COMPRESSIVE_YIELD:50000]
[COMPRESSIVE_FRACTURE:50000]
[COMPRESSIVE_STRAIN_AT_YIELD:1000]
[TENSILE_YIELD:50000]
[TENSILE_FRACTURE:50000]
[TENSILE_STRAIN_AT_YIELD:1000]
[TORSION_YIELD:50000]
[TORSION_FRACTURE:50000]
[TORSION_STRAIN_AT_YIELD:1000]
[SHEAR_YIELD:50000]
[SHEAR_FRACTURE:50000]
[SHEAR_STRAIN_AT_YIELD:1000]
[BENDING_YIELD:50000]
[BENDING_FRACTURE:50000]
[BENDING_STRAIN_AT_YIELD:1000]
[MAX_EDGE:1000]
[ABSORPTION:100]
[ROTS]
[MATERIAL_TEMPLATE:WOOD_SOFT_TEMPLATE_BSK]
[STATE_COLOR:ALL_SOLID:LIGHT_BROWN]
[STATE_NAME:ALL_SOLID:wood]
[STATE_ADJ:ALL_SOLID:wood]
[STATE_COLOR:SOLID_PASTE:LIGHT_BROWN]
[STATE_NAME:SOLID_PASTE:wood slurry]
[STATE_ADJ:SOLID_PASTE:wood slurry]
[STATE_COLOR:SOLID_PRESSED:LIGHT_BROWN]
[STATE_NAME:SOLID_PRESSED:wood chippings]
[STATE_ADJ:SOLID_PRESSED:wood chippings]
[STATE_COLOR:LIQUID:LIGHT_BROWN]
[STATE_NAME:LIQUID:liquified wood]
[STATE_ADJ:LIQUID:liquified wood]
[STATE_COLOR:GAS:LIGHT_BROWN]
[STATE_NAME:GAS:smoke]
[STATE_ADJ:GAS:smoke]
[DISPLAY_COLOR:6:0:0]
[MATERIAL_VALUE:1]
[SPEC_HEAT:1000]
[IGNITE_POINT:10500]
[MELTING_POINT:NONE]
[BOILING_POINT:NONE]
[HEATDAM_POINT:10200]
[COLDDAM_POINT:9900]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:1000]
[LIQUID_DENSITY:NONE]
[MOLAR_MASS:NONE]
[IMPACT_YIELD:40000]
[IMPACT_FRACTURE:40000]
[IMPACT_STRAIN_AT_YIELD:1000]
[COMPRESSIVE_YIELD:40000]
[COMPRESSIVE_FRACTURE:40000]
[COMPRESSIVE_STRAIN_AT_YIELD:1000]
[TENSILE_YIELD:40000]
[TENSILE_FRACTURE:40000]
[TENSILE_STRAIN_AT_YIELD:1000]
[TORSION_YIELD:40000]
[TORSION_FRACTURE:40000]
[TORSION_STRAIN_AT_YIELD:1000]
[SHEAR_YIELD:40000]
[SHEAR_FRACTURE:40000]
[SHEAR_STRAIN_AT_YIELD:1000]
[BENDING_YIELD:40000]
[BENDING_FRACTURE:40000]
[BENDING_STRAIN_AT_YIELD:1000]
[MAX_EDGE:1000]
[ABSORPTION:0]
[ITEMS_HARD]
[ITEMS_WEAPON]
[ITEMS_WEAPON_RANGED]
[ITEMS_AMMO]
[ITEMS_ARMOR]
[ITEMS_SIEGE_ENGINE]
[WOOD]
[MATERIAL_TEMPLATE:WOOD_MEDIUM_TEMPLATE_BSK]
[STATE_COLOR:ALL_SOLID:BROWN]
[STATE_NAME:ALL_SOLID:wood]
[STATE_ADJ:ALL_SOLID:wood]
[STATE_COLOR:SOLID_PASTE:BROWN]
[STATE_NAME:SOLID_PASTE:wood slurry]
[STATE_ADJ:SOLID_PASTE:wood slurry]
[STATE_COLOR:SOLID_PRESSED:BROWN]
[STATE_NAME:SOLID_PRESSED:wood chippings]
[STATE_ADJ:SOLID_PRESSED:wood chippings]
[STATE_COLOR:LIQUID:BROWN]
[STATE_NAME:LIQUID:liquified wood]
[STATE_ADJ:LIQUID:liquified wood]
[STATE_COLOR:GAS:BROWN]
[STATE_NAME:GAS:smoke]
[STATE_ADJ:GAS:smoke]
[DISPLAY_COLOR:6:0:0]
[MATERIAL_VALUE:1]
[SPEC_HEAT:2000]
[IGNITE_POINT:10500]
[MELTING_POINT:NONE]
[BOILING_POINT:NONE]
[HEATDAM_POINT:10200]
[COLDDAM_POINT:9900]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:2000]
[LIQUID_DENSITY:NONE]
[MOLAR_MASS:NONE]
[IMPACT_YIELD:70000]
[IMPACT_FRACTURE:70000]
[IMPACT_STRAIN_AT_YIELD:500]
[COMPRESSIVE_YIELD:70000]
[COMPRESSIVE_FRACTURE:70000]
[COMPRESSIVE_STRAIN_AT_YIELD:500]
[TENSILE_YIELD:70000]
[TENSILE_FRACTURE:70000]
[TENSILE_STRAIN_AT_YIELD:500]
[TORSION_YIELD:70000]
[TORSION_FRACTURE:70000]
[TORSION_STRAIN_AT_YIELD:500]
[SHEAR_YIELD:70000]
[SHEAR_FRACTURE:70000]
[SHEAR_STRAIN_AT_YIELD:500]
[BENDING_YIELD:70000]
[BENDING_FRACTURE:70000]
[BENDING_STRAIN_AT_YIELD:500]
[MAX_EDGE:1000]
[ABSORPTION:0]
[ITEMS_HARD]
[ITEMS_WEAPON]
[ITEMS_WEAPON_RANGED]
[ITEMS_AMMO]
[ITEMS_ARMOR]
[ITEMS_SIEGE_ENGINE]
[WOOD]
[MATERIAL_TEMPLATE:WOOD_HARD_TEMPLATE_BSK]
[STATE_COLOR:ALL_SOLID:DARK_BROWN]
[STATE_NAME:ALL_SOLID:wood]
[STATE_ADJ:ALL_SOLID:wood]
[STATE_COLOR:SOLID_PASTE:DARK_BROWN]
[STATE_NAME:SOLID_PASTE:wood slurry]
[STATE_ADJ:SOLID_PASTE:wood slurry]
[STATE_COLOR:SOLID_PRESSED:DARK_BROWN]
[STATE_NAME:SOLID_PRESSED:wood chippings]
[STATE_ADJ:SOLID_PRESSED:wood chippings]
[STATE_COLOR:LIQUID:DARK_BROWN]
[STATE_NAME:LIQUID:liquified wood]
[STATE_ADJ:LIQUID:liquified wood]
[STATE_COLOR:GAS:DARK_BROWN]
[STATE_NAME:GAS:smoke]
[STATE_ADJ:GAS:smoke]
[DISPLAY_COLOR:6:0:0]
[MATERIAL_VALUE:1]
[SPEC_HEAT:3000]
[IGNITE_POINT:10500]
[MELTING_POINT:NONE]
[BOILING_POINT:NONE]
[HEATDAM_POINT:10200]
[COLDDAM_POINT:9900]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:3000]
[LIQUID_DENSITY:NONE]
[MOLAR_MASS:NONE]
[IMPACT_YIELD:100000]
[IMPACT_FRACTURE:100000]
[IMPACT_STRAIN_AT_YIELD:100]
[COMPRESSIVE_YIELD:100000]
[COMPRESSIVE_FRACTURE:100000]
[COMPRESSIVE_STRAIN_AT_YIELD:100]
[TENSILE_YIELD:100000]
[TENSILE_FRACTURE:100000]
[TENSILE_STRAIN_AT_YIELD:100]
[TORSION_YIELD:100000]
[TORSION_FRACTURE:100000]
[TORSION_STRAIN_AT_YIELD:100]
[SHEAR_YIELD:100000]
[SHEAR_FRACTURE:100000]
[SHEAR_STRAIN_AT_YIELD:100]
[BENDING_YIELD:100000]
[BENDING_FRACTURE:100000]
[BENDING_STRAIN_AT_YIELD:100]
[MAX_EDGE:1000]
[ABSORPTION:0]
[ITEMS_HARD]
[ITEMS_WEAPON]
[ITEMS_WEAPON_RANGED]
[ITEMS_AMMO]
[ITEMS_ARMOR]
[ITEMS_SIEGE_ENGINE]
[WOOD]
Color changes for the new palette:
- All wood templates: [DISPLAY_COLOR:4:0:0]
- Pyrelight: [GRASS_COLORS:0:0:1:6:0:1:6:0:0:0:0:0]
- Firetail: [GRASS_COLORS:4:0:1:4:0:1:6:0:0:4:0:0]
- Bioluminescence: [GRASS_COLORS:1:0:0:1:0:1:7:0:1:0:0:0]
- Dreit: [DISPLAY_COLOR:6:7:0][TILE:176]
- Reyl: [DISPLAY_COLOR:0:7:1]
- Don: [DISPLAY_COLOR:1:8:0][TILE:237]
- Fielish:
[DISPLAY_COLOR:7:11:1]
[TILE_COLOR:7:11:1]
[BUILD_COLOR:7:11:1]
[BASIC_COLOR:7:1] - Fiel:
[DISPLAY_COLOR:3:7:1]
[TILE_COLOR:3:7:1]
[BUILD_COLOR:3:7:1]
[BASIC_COLOR:3:1] - Magicite:
[DISPLAY_COLOR:5:0:0]
[TILE_COLOR:5:0:0]
[BUILD_COLOR:5:0:0]
[BASIC_COLOR:5:0]
[TILE:4]
[ITEM_SYMBOL:4]
(http://i.imgur.com/S3qyv2r.png)
(http://i.imgur.com/dHdArWI.png)
Edit: New idea.
So, I know in the original there wasn't really much at all until like the 3rd turn, and everything was rather bare right?
What if before we start everyone involved submits something? Like everyone submit a few basic things, like a basic creature, stone, plant, etc. before we actually begin?
I just finished the templates, so if we want to do that we can.
I'm still here! I'm a little wary of submitting a creature because it has a lot of dependencies compared other sorts of things, but here's an aboveground plant.
Edit: Now with proper materials definitions!
This one's mostly just an aboveground tree that has red wood. It's low to the ground with a wide canopy, and likes wide open areas. Come my modding turn I was thinking of adding a milling reaction to the wood to get red dye, or maybe some kind of trade good.
[PLANT:VERMILLION_BAF]
[NAME:vermillion tree][NAME_PLURAL:vermillion trees][ADJ:vermillionwood]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:PLANT_HARD_TEMPLATE_BSK]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[USE_MATERIAL_TEMPLATE:WOOD:WOOD_SOFT_TEMPLATE_BSK]
[STATE_NAME:ALL_SOLID:vermillionwood]
[STATE_ADJ:ALL_SOLID:vermillionwood]
[PREFIX:NONE]
[STATE_COLOR:ALL_SOLID:RED]
[TREE:LOCAL_PLANT_MAT:WOOD][TREE_TILE:23]
[USE_MATERIAL_TEMPLATE:LEAF:LEAF_TEMPLATE]
[STATE_COLOR:ALL:GREEN]
[DISPLAY_COLOR:2:0:0]
[TRUNK_PERIOD:10]
[HEAVY_BRANCH_DENSITY:15]
[BRANCH_DENSITY:50]
[MAX_TRUNK_HEIGHT:2]
[HEAVY_BRANCH_RADIUS:3]
[BRANCH_RADIUS:4]
[TRUNK_BRANCHING:1]
[MAX_TRUNK_DIAMETER:1]
[TRUNK_WIDTH_PERIOD:200]
[ROOT_DENSITY:4]
[ROOT_RADIUS:2]
[STANDARD_TILE_NAMES]
[PREFSTRING:colors]
[PREFSTRING:stockiness]
[DRY]
[BIOME:ANY_SAVANNA]
[BIOME:ANY_SHRUBLAND]
[SAPLING]
[GROWTH:LEAVES]
[GROWTH_NAME:vermillion tree leaf:vermillion tree leaves]
[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:LEAF]
[GROWTH_DENSITY:1000]
[GROWTH_HOST_TILE:BRANCHES_AND_TWIGS]
[GROWTH_HOST_TILE:SAPLING]
[GROWTH_TIMING:0:300000]
[GROWTH_PRINT:0:6:2:0:0:0:209999:1]
[GROWTH_PRINT:0:6:6:0:1:210000:239999:1] autumn color
[GROWTH_PRINT:0:6:4:0:1:240000:269999:1]
[GROWTH_PRINT:0:6:4:0:0:270000:300000:1]
[GROWTH_DROPS_OFF]
[GROWTH:FLOWERS]
[GROWTH_NAME:vermillion flower cluster:STP]
[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:FLOWER]
[GROWTH_DENSITY:1000]
[GROWTH_HOST_TILE:BRANCHES_AND_TWIGS]
[GROWTH_TIMING:60000:99999]
[GROWTH_PRINT:0:5:2:0:0:NONE]
[GROWTH:NUT]
[GROWTH_NAME:vermillion nut:STP]
[GROWTH_ITEM:SEEDS:NONE:LOCAL_PLANT_MAT:SEED]
[GROWTH_DENSITY:1000]
[GROWTH_HOST_TILE:BRANCHES_AND_TWIGS]
[GROWTH_TIMING:100000:250000]
[GROWTH_DROPS_OFF_NO_CLOUD]
[GROWTH_PRINT:0:7:6:0:0:NONE]
Huh, dunno how I missed those. I've updated it with the new templates. I'll put together some other plants too while I'm at it, and edit them into this post.
Edit: Just one for now, the salmon cane, a brewable aboveground plant that's edible raw or cooked. So named for its ubiquity and resemblance to a cane. They can be found in great number near pretty much any body of water, but cannot be farmed.
[PLANT:CANE_SALMON_BAF]
[NAME:salmon cane][NAME_PLURAL:salmon canes][ADJ:salmon cane]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:PLANT_SOFT_TEMPLATE_BSK]
[MATERIAL_VALUE:2]
[MATERIAL_REACTION_PRODUCT:DRINK_MAT:LOCAL_PLANT_MAT:DRINK]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[EDIBLE_VERMIN]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[PICKED_TILE:159][PICKED_COLOR:2:0:0]
[VALUE:2]
[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen salmon beer]
[STATE_NAME_ADJ:LIQUID:salmon beer]
[STATE_NAME_ADJ:GAS:salmon beer fumes]
[MATERIAL_VALUE:2]
[DISPLAY_COLOR:2:0:0]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[PREFIX:NONE]
[DRINK:LOCAL_PLANT_MAT:DRINK]
[SPRING][SUMMER][AUTUMN]
[FREQUENCY:120]
[CLUSTERSIZE:15]
[PREFSTRING:rapid growth]
[WET]
[BIOME:NOT_FREEZING]
Double post, but new topic.
All posted contributions have been added to my files, under appropriately named files. The amount of bone in creatures is being reduced. I'm considering changing the material strengths from Halfling's version to something a bit closer to vanilla, but, the values are all relative in the grand scheme of things right? If everything's x amount stronger than vanilla, then the universe balances out?
Edit:
The young god Urd looked to the other gods for criticism and ideas. The god Bear took the laws laid forth by Urd and built upon them. The other gods put forth their own creations, and Urd laid them among his laws and ideas.
Double Edit: Bone layers for standard creatures at 50% of a creatures body part. ~45% for Birds
creature_drs
[OBJECT:CREATURE]
[CREATURE:SCREATURE_DRS]
[NAME:screature:screatures:screature]
[DESCRIPTION:A moderately-sized lizard, shaped like a snake with two front legs.]
[CREATURE_TILE:'s']
[COLOR:0:2:0]
[LARGE_ROAMING]
[BIOME:NOT_FREEZING]
[POPULATION_NUMBER:1:20]
[PREFSTRING:love of alcohol]
CURIOUSBEAST_GUZZLER
[PET]
[PETVALUE:30]
[TRAINABLE]
[SIZE:6]
[VISION_ARC:20:300]
[DIURNAL]
[BLOODTYPE:C]
[BODY:TORSO_BSK:LEG_2PART_BIPED_BSK:SPINE_BSK:HEART_BSK:LUNG_BSK:GUT_BSK:HEAD_NECK_BSK:SKULL_BSK:BRAIN_BSK:EYES_4_DRS:MOUTH_BSK:TEETH_GENERIC_BSK:INTERNAL_EARS_BSK:TAIL_BSK]
[BODY_DETAIL_PLAN:BASIC_MATERIALS_URD]
[REMOVE_MATERIAL:KERATIN_SCALE]
[REMOVE_MATERIAL:CHITIN]
[BODY_DETAIL_PLAN:BASIC_TISSUES_URD]
[REMOVE_TISSUE:KERATIN_SCALE]
[REMOVE_TISSUE:CHITIN]
[BODY_DETAIL_PLAN:BASIC_LAYERS_URD]
[BODY_DETAIL_PLAN:TAIL_LAYERS_URD]
[BODY_DETAIL_PLAN:LEG_LAYERS_URD]
[ATTACK:BITE:BODYPART:BY_CATEGORY:MOUTH_BSK]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:bite:bites]
[ATTACK_PREPARE_AND_RECOVER:2:1]
[ATTACK_PRIORITY:MAIN]
[CHILD:2]
[CHILDNAME:screaturelet:screaturelets]
[CASTE:MALE]
[MALE]
[CASTE:FEMALE]
[FEMALE]
[LITTERSIZE:1:4]
How's that?
e: uses body_drs
[OBJECT:BODY]
[BODY:EYES_4_DRS]
[BP:FREYE:first right eye:STP][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL][RIGHT][CATEGORY:EYE]
[DEFAULT_RELSIZE:15]
[BP:SREYE:second right eye:STP][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL][RIGHT][CATEGORY:EYE]
[DEFAULT_RELSIZE:15]
[BP:FLEYE:first left eye:STP][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL][LEFT][CATEGORY:EYE]
[DEFAULT_RELSIZE:15]
[BP:SLEYE:second left eye:STP][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL][LEFT][CATEGORY:EYE]
[DEFAULT_RELSIZE:15]
I actually did start making some new domesticated animals, as my turn should be coming up, as Eritzap seem to have not replied. Or I'm just blind.
I suppose I'll just post my stuff in the meantime:
material_template_organic_CER
[OBJECT:MATERIAL_TEMPLATE]
[MATERIAL_TEMPLATE:MILK_CER]
[STATE_COLOR:ALL_SOLID:WHITE]
[STATE_NAME:ALL_SOLID:frozen milk]
[STATE_ADJ:ALL_SOLID:frozen milky]
[STATE_COLOR:LIQUID:WHITE]
[STATE_NAME:LIQUID:milk]
[STATE_ADJ:LIQUID:milky]
[STATE_COLOR:GAS:WHITE]
[STATE_NAME:GAS:milk spray]
[STATE_ADJ:GAS:milk spray]
[DISPLAY_COLOR:7:0:1]
[MATERIAL_VALUE:1]
[SPEC_HEAT:4181]
[IGNITE_POINT:10338]
[MELTING_POINT:10000]
[BOILING_POINT:10180]
[HEATDAM_POINT:NONE]
[COLDDAM_POINT:NONE]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:500]
[LIQUID_DENSITY:1000]
[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]
[SHEAR_FRACTURE:6600]
[SHEAR_STRAIN_AT_YIELD:100]
[BENDING_YIELD:10000]
[BENDING_FRACTURE:10000]
[BENDING_STRAIN_AT_YIELD:100]
[MAX_EDGE:500]
[ABSORPTION:100]
[REACTION_CLASS:MILK]
[MATERIAL_REACTION_PRODUCT:CHEESE_MAT:LOCAL_CREATURE_MAT:CHEESE]
[EDIBLE_VERMIN]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[ROTS]
[GENERATES_MIASMA]
[LIQUID_MISC_CREATURE]
[MATERIAL_TEMPLATE:CHEESE_CREATURE_CER]
[STATE_COLOR:ALL_SOLID:YELLOW]
[STATE_NAME:ALL_SOLID:cheese]
[STATE_ADJ:ALL_SOLID:cheesy]
[STATE_COLOR:LIQUID:YELLOW]
[STATE_NAME:LIQUID:melted cheese]
[STATE_ADJ:LIQUID:melted cheesy]
[STATE_COLOR:GAS:YELLOW]
[STATE_NAME:GAS:cheese smell]
[STATE_ADJ:GAS:cheese smelly]
[DISPLAY_COLOR:4:0:1]
[MATERIAL_VALUE:1]
[SPEC_HEAT:4181]
[IGNITE_POINT:10338]
[MELTING_POINT:10078]
[BOILING_POINT:NONE]
[HEATDAM_POINT:10250]
[COLDDAM_POINT:9900]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:1200]
[LIQUID_DENSITY:1200]
[MOLAR_MASS:NONE]
[IMPACT_YIELD:10000]
[IMPACT_FRACTURE:10000]
[IMPACT_STRAIN_AT_YIELD:50000]
[COMPRESSIVE_YIELD:10000]
[COMPRESSIVE_FRACTURE:10000]
[COMPRESSIVE_STRAIN_AT_YIELD:50000]
[TENSILE_YIELD:10000]
[TENSILE_FRACTURE:10000]
[TENSILE_STRAIN_AT_YIELD:50000]
[TORSION_YIELD:10000]
[TORSION_FRACTURE:10000]
[TORSION_STRAIN_AT_YIELD:50000]
[SHEAR_YIELD:10000] no data
[SHEAR_FRACTURE:10000]
[SHEAR_STRAIN_AT_YIELD:50000]
[BENDING_YIELD:10000]
[BENDING_FRACTURE:10000]
[BENDING_STRAIN_AT_YIELD:50000]
[MAX_EDGE:0]
[ABSORPTION:100]
[REACTION_CLASS:CHEESE]
[CHEESE_CREATURE]
[EDIBLE_VERMIN]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[ROTS]
[GENERATES_MIASMA]
c_variation_attacks_CER
[OBJECT:CREATURE_VARIATION]
[CREATURE_VARIATION:ATK_KICK_GENERIC_CER]
[CV_NEW_TAG:ATTACK:KICK:BODYPART:BY_CATEGORY:FOOT]
[CV_NEW_TAG:ATTACK_SKILL:STANCE_STRIKE]
[CV_NEW_TAG:ATTACK_VERB:kick:kicks]
[CV_NEW_TAG:ATTACK_CONTACT_PERC:100]
[CV_NEW_TAG:ATTACK_PREPARE_AND_RECOVER:4:4]
[CV_NEW_TAG:ATTACK_FLAG_WITH]
[CV_NEW_TAG:ATTACK_PRIORITY:SECOND]
[CV_NEW_TAG:ATTACK_FLAG_BAD_MULTIATTACK]
[CREATURE_VARIATION:TOOTH_BITE_ATTACK]
[CV_NEW_TAG:ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:MOUTH:BY_CATEGORY:TOOTH]
[CV_NEW_TAG:ATTACK_SKILL:BITE]
[CV_NEW_TAG:ATTACK_VERB:bite:bites]
[CV_NEW_TAG:ATTACK_CONTACT_PERC:100]
[CV_NEW_TAG:ATTACK_PENETRATION_PERC:100]
[CV_NEW_TAG:ATTACK_FLAG_EDGE]
[CV_NEW_TAG:ATTACK_PREPARE_AND_RECOVER:3:3]
[CV_NEW_TAG:ATTACK_PRIORITY:SECOND]
[CV_NEW_TAG:ATTACK_FLAG_CANLATCH]
creature_domestic_CER
[OBJECT:CREATURE]
[CREATURE:MILKY_HOPPER_CER]
[NAME:milky hopper:milky hoppers:milky hopper]
[CASTE_NAME:milky hopper:milky hoppers:milky hopper]
[DESCRIPTION:(~500 cm3) A small creature with udders of milk. It navigates the sands as if it were swimming in it. Its milk makes it a target of predators active under the burning sun.]
[CREATURE_CLASS:WORLDLY]
[CREATURE_CLASS:MAGIC_WEAK]
[CREATURE_TILE:'m'][COLOR:6:0:0]
[PETVALUE:21]
[NO_WINTER]
[FREQUENCY:20]
[NATURAL][PET]
[NOCTURNAL]
[MUNDANE]
[BIOME:ANY_DESERT]
[POPULATION_NUMBER:200:450]
[PREFSTRING:milk]
[BODY:BODY_SIMPLE_BSK:SPINE_BSK:RIB_BSK:HEART_BSK:LUNG_BSK:GUT_BSK:HEAD_NECK_NOTHROAT_BSK:SKULL_BSK:BRAIN_BSK:EYES_2_BSK:MOUTH_BSK:INTERNAL_EARS_BSK:LEG_2PART_FRONT_BSK:LEG_2PART_REAR_BSK]
BODYGLOSS:CLAWS_URD
Nose left out on purpose.
[BODY_DETAIL_PLAN:BASIC_MATERIALS_URD]
[REMOVE_MATERIAL:KERATIN_SCALE]
[REMOVE_MATERIAL:SCALE]
[REMOVE_MATERIAL:CHITIN]
[BODY_DETAIL_PLAN:BASIC_TISSUES_URD]
[REMOVE_TISSUE:KERATIN_SCALE]
[REMOVE_TISSUE:SCALE]
[REMOVE_TISSUE:CHITIN]
[BODY_DETAIL_PLAN:EGGS_URD]
[BODY_DETAIL_PLAN:BASIC_LAYERS_URD:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:LEG_LAYERS_URD:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[TENDONS:LOCAL_CREATURE_MAT:TENDON:150]
[LIGAMENTS:LOCAL_CREATURE_MAT:TENDON:150]
[HAS_NERVES]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[PUS:LOCAL_CREATURE_MAT:SKIN:SOLID]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[BODY_SIZE:0:0:50]
[BODY_SIZE:1:0:500]
[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[MAXAGE:3:9]
[ODOR_LEVEL:150]
[ODOR_STRING:"stinky foot"]
[APPLY_CREATURE_VARIATION:STANDARD_WALK_CRAWL_GAITS:6561:6115:5683:1755:7456:8567] 5 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:9000:8900:8825:8775:9500:9900] 1 kph
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:9000:8900:8825:8775:9500:9900] 1 kph
[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:6561:6115:5683:1755:7456:8567] 5 kph
[ATTACK:BITE:BODYPART:BY_CATEGORY:MOUTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_CANLATCH]
[USE_MATERIAL_TEMPLATE:MILK:MILK_CER]
[STATE_NAME:ALL_SOLID:frozen hoppermilk]
[STATE_ADJ:ALL_SOLID:frozen hoppermilk]
[STATE_NAME:LIQUID:hoppermilk]
[STATE_ADJ:LIQUID:hoppermilk]
[STATE_NAME:GAS:hoppermilk spray]
[STATE_ADJ:GAS:hoppermilk spray]
[PREFIX:NONE]
[USE_MATERIAL_TEMPLATE:CHEESE:CHEESE_CREATURE_CER]
[STATE_NAME:SOLID:hoppercheese]
[STATE_ADJ:SOLID:hoppercheese]
[STATE_NAME:SOLID_POWDER:hoppercheese powder]
[STATE_ADJ:SOLID_POWDER:hoppercheese powder]
[STATE_NAME:LIQUID:melted hoppercheese]
[STATE_ADJ:LIQUID:melted hoppercheese]
[STATE_NAME:GAS:boiling hoppercheese]
[STATE_ADJ:GAS:boiling hoppercheese]
[STATE_NAME:SOLID_PRESSED:hoppercheese cake]
[STATE_ADJ:SOLID_PRESSED:hoppercheese cake]
[PREFIX:NONE]
[CASTE:FEMALE]
[FEMALE]
[LAYS_EGGS]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGGSHELL:SOLID]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG:LIQUID]
[EGG_SIZE:50]
[CLUTCH_SIZE:3:5]
[MILKABLE:LOCAL_CREATURE_MAT:MILK:35000]
[CASTE:MALE]
[MALE]
[MILKABLE:LOCAL_CREATURE_MAT:MILK:20000]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER:DARK_OLIVE:5:FERN_GREEN:5:DARK_GREEN:2:PINE_GREEN:1]
[TLCM_NOUN:skin:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:BLACK:1]
[TLCM_NOUN:eyes:PLURAL]
[CREATURE:TWILIGHT_SINGER]
[NAME:twilight singer:twilight singers:twilight singer]
[CASTE_NAME:twilight singer:twilight singers:twilight singer]
[DESCRIPTION:(~100 000 cm3) A large yet benign mammal, active during the twilight. It is domesticated for its meat.]
[CREATURE_CLASS:WORLDLY]
[CREATURE_CLASS:MAGIC_WEAK]
[CREATURE_TILE:'s'][COLOR:4:0:0]
[PETVALUE:230]
[FREQUENCY:20]
[LARGE_ROAMING]
[COMMON_DOMESTIC]
[BENIGN][MEANDERER]
[CREPUSCULAR]
[MUNDANE]
[BIOME:ANY_TEMPERATE]
[POPULATION_NUMBER:150:500]
[VISION_ARC:50:310]
[PREFSTRING:songs]
[BODY:BODY_SIMPLE_BSK:SPINE_BSK:RIB_BSK:HEART_BSK:LUNG_BSK:GUT_BSK:HEAD_NECK_BSK:SKULL_BSK:BRAIN_BSK:EYES_2_BSK:MOUTH_BSK:ANTENNA_BSK:LEG_2PART_FRONT_BSK:LEG_2PART_REAR_BSK:TAIL_BSK:TEETH_GENERIC_BSK]
[BODYGLOSS:PAW_URD]
[BODY_DETAIL_PLAN:BASIC_MATERIALS_URD]
[REMOVE_MATERIAL:KERATIN_SCALE]
[REMOVE_MATERIAL:SCALE]
[REMOVE_MATERIAL:CHITIN]
[BODY_DETAIL_PLAN:BASIC_TISSUES_URD]
[REMOVE_TISSUE:KERATIN_SCALE]
[REMOVE_TISSUE:SCALE]
[REMOVE_TISSUE:CHITIN]
[BODY_DETAIL_PLAN:BASIC_LAYERS_URD:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:LEG_LAYERS_URD:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[APPLY_CREATURE_VARIATION:ATK_KICK_GENERIC_CER]
[APPLY_CREATURE_VARIATION:TOOTH_BITE_ATTACK]
[BODY_DETAIL_PLAN:HAIR_URD]
[BODY_DETAIL_PLAN:FULL_BODY_HAIR_URD]
[BODY_DETAIL_PLAN:TAIL_LAYERS_URD:SKIN:FAT:MUSCLE]
[TISSUE_LAYER_OVER:BY_CATEGORY:TAIL:HAIR]
[TISSUE_LAYER:BY_CATEGORY:ANTENNA:BONE]
[TISSUE_LAYER_OVER:BY_CATEGORY:ANTENNA:MUSCLE]
[TISSUE_LAYER_OVER:BY_CATEGORY:ANTENNA:FAT]
[TISSUE_LAYER_OVER:BY_CATEGORY:ANTENNA:SKIN]
[TENDONS:LOCAL_CREATURE_MAT:TENDON:150]
[LIGAMENTS:LOCAL_CREATURE_MAT:TENDON:150]
[HAS_NERVES]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[PUS:LOCAL_CREATURE_MAT:SKIN:SOLID]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[BODY_SIZE:0:0:50000]
[BODY_SIZE:5:0:75000]
[BODY_SIZE:10:0:100000]
[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[MAXAGE:20:30]
[CHILD:5][GENERAL_CHILD_NAME:twilight singer kid:twilight singer kids]
[ODOR_LEVEL:30]
[APPLY_CREATURE_VARIATION:STANDARD_WALK_CRAWL_GAITS:900:714:529:303:1900:2900] 29 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:9000:8900:8825:8775:9500:9900] 1 kph
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:4122:3330:2541:975:5411:7233] 9 kph
[SOUND:PEACEFUL_INTERMITTENT:20:1000:VOCALIZATION:sing:sings:a soothing song]
[SOUND:ALERT:35:750:VOCALIZATION:screech:screeches:a panicked screech]
[CASTE:FEMALE]
[FEMALE]
[MULTIPLE_LITTER_RARE]
[CASTE:MALE]
[MALE]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER:SCARLET:5:RUSSET:5:RED:5:MAROON:3:CHESTNUT:2:TAUPE_ROSE:1]
[TLCM_NOUN:skin:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:BLACK:1]
[TLCM_NOUN:eyes:PLURAL]
I haven't been able to get the kicking working, so I'm still working on that, but other than that, they seem fine during Arena testing. I'll try embarking with them later.
Bugfixes! Get ya bugfixes here! Hell, so many darn bugfixes, I can't even begin to list them all...
HERE! (http://dffd.bay12games.com/file.php?id=11652)
I've tested most of the basic functionalities already, and will be basing a solid playthrough off this version. This latest version includes screatures, milky hoppers, twilight singers, aardips, spindlewebs and the Phoenix. Scraws didn't make it, because they still don't have any tissues defined. I tidied them up a little for you Doris:
[CREATURE:SCRAW_DRS]
[NAME:scraw:scraws:scraw]
[DESCRIPTION:A large, predatory, four-eyed reptile.]
[CREATURE_TILE:'S']
[COLOR:1:2:0]
[LARGE_PREDATOR]
[BIOME:NOT_FREEZING]
[POPULATION_NUMBER:1:8]
[PET_EXOTIC]
[PETVALUE:50]
[CREPUSCULAR]
[VISION_ARC:20:300]
[MAXAGE:30:90]
[CREATURE_CLASS:WORLDLY]
[BODY:TORSO_BSK:ABDOMEN_BSK:SPINE_BSK:HEART_BSK:LUNG_BSK:GUT_BSK:HEAD_NECK_NOTHROAT_BSK:SKULL_BSK:BRAIN_BSK:EYES_4_DRS:NOSE_BSK:MOUTH_BSK:INCISOR_B
SK:TEETH_GENERIC_BSK:INTERNAL_EARS_BSK:LEG_2PART_FRONT_BSK:LEG_2PART_REAR_BSK:TOES_6_BSK:TAIL_BSK]
[BODYGLOSS:ABDOMEN_BACK_BSK]
[BODYGLOSS:CLAWS_URD]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:MOUTH:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:bite:bites]
[ATTACK_PREPARE_AND_RECOVER:4:1]
[ATTACK_PRIORITY:MAIN]
[ATTACK:SLASH:BODYPART:BY_CATEGORY:TOE]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:slash:slashes]
[ATTACK_PREPARE_AND_RECOVER:3:1]
[ATTACK_PRIORITY:MAIN]
[BODY_SIZE:0:0:20000]
[BODY_SIZE:2:0:50000]
[BODY_SIZE:10:0:200000]
[CHILD:2]
[GENERAL_CHILD_NAME:scrawling:scrawlings]
[CASTE:STD_MALE]
[CASTE_NAME:scraw:scraws:scraw]
[POP_RATIO:40]
[MALE]
[CREATURE_CLASS:MAGIC_WEAK]
[CASTE:STD_FEMALE]
[CASTE_NAME:scraw:scraws:scraw]
[POP_RATIO:20]
[FEMALE]
[LITTERSIZE:3:5]
[CREATURE_CLASS:MAGIC_WEAK]
[CASTE:FIRE_MALE]
[POP_RATIO:20]
[MALE]
[CASTE_NAME:flame scraw:flame scraws:flame scraw]
[CHILDNAME:flame scrawling:flame scrawlings]
[DESCRIPTION:A large, predatory, four-eyed reptile. The females are known for their flaming breath.]
[COLOR:2:1:0]
[BIOME:ANY_DESERT]
[PETVALUE:80]
[MAXAGE:100:130]
[FIREIMMUNE]
[CREATURE_CLASS:MAGIC_RESIST]
[SPHERE:FIRE]
[CASTE:FIRE_FEMALE]
[POP_RATIO:10]
[FEMALE]
[CASTE_NAME:flame scraw:flame scraws:flame scraw]
[CHILDNAME:flame scrawling:flame scrawlings]
[DESCRIPTION:A large, predatory, four-eyed reptile. The females are known for their flaming breath.]
[COLOR:2:1:0]
[BIOME:ANY_DESERT]
[LITTERSIZE:1:3]
[PETVALUE:100]
[MAXAGE:150:200]
[FIREIMMUNE]
[CREATURE_CLASS:MAGIC_RESIST]
[SPHERE:FIRE]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:fire breath]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
[CDI:FLOW:FIREJET]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:50]
[CASTE:GREAT_MALE]
[MALE]
[POP_RATIO:2]
[POPULATION_NUMBER:0:3]
[CASTE_NAME:collossal scraw:collossal scraws:collossal scraw]
[CHILDNAME:scrawling:scrawling]
[DESCRIPTION:A gargantuan reptile with four eyes, known for its immense size]
[LITTERSIZE:1:2]
[PETVALUE:1000]
[MAXAGE:200:300]
[SPHERE:STRENGTH]
[SEMIMEGABEAST]
[CHILD:10]
[PREFSTRING:intimidating bulk]
[BODY_SIZE:0:0:20000]
[BODY_SIZE:10:0:100000]
[BODY_SIZE:50:0:300000]
[BODY_SIZE:200:0:1000000]
[CREATURE_CLASS:MAGIC_RESIST]
[FANCIFUL]
[CASTE:GREAT_FEMALE]
[FEMALE]
[POP_RATIO:1]
[POPULATION_NUMBER:0:2]
[CASTE_NAME:collossal scraw:collossal scraws:collossal scraw]
[CHILDNAME:scrawling:scrawling]
[DESCRIPTION:A gargantuan reptile with four eyes, known for its immense size]
[LITTERSIZE:1:2]
[PETVALUE:1000]
[MAXAGE:200:300]
[SPHERE:STRENGTH]
[SEMIMEGABEAST]
[CHILD:10]
[PREFSTRING:intimidating bulk]
[BODY_SIZE:0:0:20000]
[BODY_SIZE:10:0:100000]
[BODY_SIZE:50:0:300000]
[BODY_SIZE:200:0:1000000]
[CREATURE_CLASS:MAGIC_RESIST]
[FANCIFUL]
[LITTERSIZE:1:2]
Cerapter, don't know whether you intended it to, but I added the wagon puller and pack animal tags to your twilight singers in the meanwhile, else there is no trade. Do tell if you want it reverted though.
Skin is now available as globs (http://www.bay12forums.com/smf/index.php?topic=122003.0l) -- this allows more skin to be available from larger creatures. The reaction takes 4 skin to make 1 leather; a small joob normally yields 5-6 skin.
Mantises are now more playable. They can build earthscrapers and treefellers in the craftsman by using bones, leather and logs. Remember to embark with some wood to spare! At the same time, I've removed their ability to work metal, stone and mechanics; they're increasingly looking like murderous kobolds. Water trolls are still the recommended race to play though.
There is a MAJOR BUG when choosing an area to embark. Scrolling to the edge of the world map crashes the game, and we do not know what is causing this. If anyone knows a fix...
Hey Urd, remember when you changed all the material's colddam points to 10000?
(http://i.imgur.com/Dyfz8NG.png)
(http://i.imgur.com/5ewAHSb.png)
Turns out adventure mode has some pretty wide temperature fluctuations (this was in a warm region).
It gets even worse when you go further north into the temperate regions.
(http://i.imgur.com/ZYpKA9T.png)
(http://i.imgur.com/C80uKRx.png)
And I'm pretty sure everything freezes to death in the night, myself included.
It was an unsaid change; Urd pm-ed me about it and I just shrugged it off, since it didn't make much of a difference. Probably best to wait for him to wake up later.
I've been playtesting, and made little fixes to the files as I go along. Passing them to you, since you're in charge of the save right now.
Added [TRAINABLE_HUNTING] + [TRAINABLE_WAR] to aardips
Added EYES_2_BSK to aardip body
Added SKULL_BSK to aardip body
Fixed tissue layering in screatures - Inserted the relevant ARGS that the body detail plan calls for
Added [ATTACK_FLAG_EDGE] + [ATTACK_PENETRATION_PERC:20] to aardip's peck attack
Changed aardip's gore attack [ATTACK_CONTACT_PERC: ___ ] from 70 to 100
Typo: Hunting mantis [PROFESSION_NAME:WRESTLER:___] singular should be 'apprentice' not 'apprentices'
Added [CDI:WAIT_PERIOD:300] into [CAN_DO_INTERACTION:RAISE_CORAL_BSK] for corazoid
Removed [VERMIN_HATEABLE] from spindlewebs
Removed [CDI:TARGET:A:SELF_ONLY] from [CAN_DO_INTERACTION:MANTIS_HUNTING_BSK] for hunting mantis
Changed seed material template (Bsk) [MATERIAL_VALUE:2] previously 1
Added [WEAPON:ITEM_WEAPON_HATCHET_BSK] to water troll Entity
(http://i.imgur.com/y0eSTeP.png)
(http://i.imgur.com/JBp3kS1.png)
(http://i.imgur.com/oIeJsNY.png)
I can do that. Templates too?
I assume you mean the material templates, if yes, sure. If no, still sure.
Also, your normal leather material template has no tensile strain at yield value.
EDIT: You can link in help files, so if you guys wanna refer to something else, do it. Also, you can recolour stuff, but only using the base 14 colours.
As an example, here's how the main help file looks like:
[TITLE]Dwarf Fortress: The Manual[/TITLE]
You can press [IKEY:HELP] any time for help. Press it now for help on how to use this text viewer. As of January 2016, you can also find help at the DF Wiki at dwarffortresswiki.org. And remember:
[C:2:0:1]Losing is fun![C:7:0:0]
[B]
[LINK:data/help/intro]Introduction[/LINK]
[LINK:data/help/new_region]Creating Your World[/LINK]
[LINK:data/help/setup_game]Preparing For The Journey[/LINK]
[LINK:data/help/outpost]Your First Outpost[/LINK]
[LINK:data/help/menus]The Many Menus[/LINK]
[LINK:data/help/icons]Icons[/LINK]
[LINK:data/help/tables]Tables[/LINK]
[B]
[LINK:data/help/a_main]The Adventurer's Manual[/LINK]
[B]
[LINK:data/help/technical]Technical[/LINK]
And that results in:
Dwarf Fortress: The Manual
You can press ? anytime for help. [...] And remember: losing is fun!
Introduction
Creating your world
[...]
Little explanation:
- [TITLE] means that line will always appear on the top.
- [C:0:0:0] recolours the text following it.
- [IKEY:HELP] just asks for a key. You guy's don't need this at all.
- [ B ] is newline with a line left out.
- [R] is just a simple newline (not demostrated).
- [LINK:X] makes a link to a file.
*Glances over them briefly*
Your biting attack is using the striking skill (not bite), and you should have your attacks placed after the caste definitions since you haven't yet defined the tissues beforehand.
You can't put AERON_BSK direct into the body detail plan arguments - those only accept tissues; aeron is a material. To have the material aeron be used as a tissue, you will have to define a tissue with the material set to aeron.
[TISSUE:AERON_BONE]
[TISSUE_NAME:bone:STP]
[TISSUE_MATERIAL:INORGANIC:AERON_BSK]
[RELATIVE_THICKNESS:10]
[HEALING_RATE:1025]
[VASCULAR:10]
[PAIN_RECEPTORS:100]
[STRUCTURAL]
[CONNECTIVE_TISSUE_ANCHOR]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[SETTABLE]
[SPLINTABLE]
You can drop this into your creature, and then now you can use AERON_BONE as a tissue argument in the bp detail plans.
---
Cerapter, new batch of patches. Less of the crashes-the-game sort and more of the balance sort.
Change to fielish:
[DISPLAY_COLOR:3:7:0]
[TILE_COLOR:7:3:1]
[BUILD_COLOR:7:3:1]
Add [IE_LOCATION:IN_WATER] under the interaction effect for [INTERACTION:WTROLL_HYDRATE_BSK]
Change [INTERACTION:WTROLL_HYDRATE_BSK]'s syndrome to:
[SYNDROME]
[SYN_NAME:being hydrated]
[SYN_AFFECTED_CREATURE:TROLL_WATER_BSK:ALL]
[CE_DISPLAY_TILE:TILE:'B':3:0:1:START:0:END:67200] 2 months
[CE_BODY_APPEARANCE_MODIFIER:APPEARANCE_MODIFIER:HEIGHT:150:APPEARANCE_MODIFIER:BROADNESS:150:START:0:END:67200]
[CE_PHYS_ATT_CHANGE:STRENGTH:200:0:AGILITY:200:0:TOUGHNESS:200:0:START:0:END:67200]
[CE_FEEL_EMOTION:EMOTION:CONTENTMENT:SEV:100:PROB:100:START:0:END:8400] 1 day
Replace [CAN_DO_INTERACTION:WTROLL_HYDRATE_BSK] in water troll creature raws with an updated version:
[CAN_DO_INTERACTION:WTROLL_HYDRATE_BSK]
[CDI:ADV_NAME:hydrate yourself (clean)]
[CDI:USAGE_HINT:CLEAN_SELF]
[CDI:TARGET:A:SELF_ONLY]
[CDI:LOCATION_HINT:IN_WATER]
[CDI:WAIT_PERIOD:67200]
[CAN_DO_INTERACTION:WTROLL_HYDRATE_BSK]
[CDI:ADV_NAME:hydrate yourself (flee)]
[CDI:USAGE_HINT:FLEE]
[CDI:TARGET:A:SELF_ONLY]
[CDI:LOCATION_HINT:IN_WATER]
[CDI:WAIT_PERIOD:67200]
New reactions:
[REACTION:LEATHER_NEST_BSK]
[NAME:make leather nest]
[BUILDING:LEATHER:CUSTOM_S]
[REAGENT:leather:1:SKIN_TANNED:NONE:NONE:NONE][ANY_LEATHER_MATERIAL]
[PRODUCT:100:1:TOOL:ITEM_TOOL_NEST_BSK:GET_MATERIAL_FROM_REAGENT:leather]
[SKILL:LEATHERWORK]
[REACTION:CLOTH_NEST_BSK]
[NAME:make cloth nest]
[BUILDING:CLOTHES:CUSTOM_S]
[REAGENT:cloth:10000:CLOTH:NONE:NONE:NONE]
[PRODUCT:100:1:TOOL:ITEM_TOOL_NEST_BSK:GET_MATERIAL_FROM_REAGENT:cloth]
[SKILL:CLOTHESMAKING]
These are the entity permissions, for both water trolls and mantises:
[PERMITTED_REACTION:LEATHER_NEST_BSK]
[PERMITTED_REACTION:CLOTH_NEST_BSK]
The reason I did a custom make-nest reaction is because there isn't an option to make SOFT_MAT tools in fortress mode for some reason, even after the tool permission has been given in the entity. Game does not like my soft woven cloth/leather nests. Any future entities who want to make nests should call on this reaction as well.
Still haven't decided what I want them to wear...
The skins of their fallen enemies?
Woven loinclothes?
This? It even fits the magic theme.
(https://upload.wikimedia.org/wikipedia/en/9/93/Wizard_troll_doll-low_res.jpg)
^ Currently, the only farmable crop, mossgrub, has a GROWDUR of 3 months (plump helmets are 20-ish days), which was me trying to balance out farming a little. You can adjust that value as you like to suit your overall plant arc.
Alright, hunting mantises have been relegated to being an underground civilization. You will now only see them whenever they send their ambushes or babysnatchers. Just replace the current mantis entries with these:
[CREATURE:MANTIS_HUNTING_BSK]
[NAME:hunting mantis:hunting mantises:hunting mantis]
[DESCRIPTION:A bipedal insect known for its natural combat prowess. They view the use of weapons to be a sign of cowardice, preferring to use their chitinous arm-blades instead. (Size 55000)]
[CASTE_NAME:hunting mantis:hunting mantises:hunting mantis]
[CREATURE_TILE:'m']
[CREATURE_SOLDIER_TILE:'h']
[COLOR:4:0:1]
[PREFSTRING:warrior ways]
[PREFSTRING:warlike nature]
[CREATURE_CLASS:WORLDLY]
[LOCAL_POPS_CONTROLLABLE][LOCAL_POPS_PRODUCE_HEROES]
[BIOME:SUBTERRANEAN_CHASM][UNDERGROUND_DEPTH:1:2]
[POPULATION_NUMBER:50:100]
[CLUSTER_NUMBER:1:2]
[CAN_LEARN][UTTERANCES]
[CANOPENDOORS]
[CARNIVORE]
[AMBUSHPREDATOR]
[EQUIPS]
[TRANCES]
[NOCTURNAL]
[SWIMS_LEARNED]
[BODY:THORAX_BSK:ABDOMEN_BSK:HEAD_NECK_NOTHROAT_BSK:ARM_MANTIS_BSK:LEG_3PART_BIPED_BSK:HEART_BSK:GUT_BSK:BRAIN_BSK:EYES_2_BSK:INCISOR_BSK:TRACHEA_INSECT_BSK:ANTENNA_BSK]
[BODYGLOSS:THIGH_HIND_BSK]
[BODYGLOSS:INTESTINE_GUT_BSK]
[BODY_DETAIL_PLAN:INSECT_MATERIALS_BSK]
[BODY_DETAIL_PLAN:INSECT_TISSUES_BSK]
[BODY_DETAIL_PLAN:COMPLETE_INSECT_LAYERS_BSK:CHITIN:FAT:MUSCLE:CHITIN]
[TISSUE_LAYER:BY_CATEGORY:BLADE:CHITIN]
[TISSUE_LAYER:BY_CATEGORY:BLADE_ARM:CHITIN]
[BODY_APPEARANCE_MODIFIER:LENGTH:70:72:74:75:76:78:80]
[BODY_APPEARANCE_MODIFIER:BROADNESS:70:72:74:75:76:78:80]
[BODY_APPEARANCE_MODIFIER:HEIGHT:165:170:173:175:177:180:185]
[BODY_SIZE:0:0:5000]
[BODY_SIZE:1:0:20000]
[BODY_SIZE:3:0:40000]
[BODY_SIZE:5:0:55000]
[MAXAGE:20:30]
[SMELL_TRIGGER:5000]
[LOW_LIGHT_VISION:10000]
[GRASSTRAMPLE:0]
[NO_VEGETATION_PERTURB]
[SPOUSE_CONVERSION_TARGET]
[HAS_NERVES]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[BLOOD:LOCAL_CREATURE_MAT:HEMOLYMPH:LIQUID]
[TENDONS:LOCAL_CREATURE_MAT:TENDON:300]
[LIGAMENTS:LOCAL_CREATURE_MAT:TENDON:300]
[USE_MATERIAL_TEMPLATE:PAINT_RED:LIQUID_TEMPLATE_BSK]
[STATE_NAME:ALL:warpaint]
[STATE_COLOR:ALL:RED]
[DISPLAY_COLOR:4:0:1]
[EVAPORATES]
[USE_MATERIAL_TEMPLATE:PAINT_BLUE:LIQUID_TEMPLATE_BSK]
[STATE_NAME:ALL:warpaint]
[STATE_COLOR:ALL:BLUE]
[EVAPORATES]
[DISPLAY_COLOR:2:0:0]
[ATTACK:STAB:BODYPART:BY_CATEGORY:BLADE]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:impale:impales]
[ATTACK_CONTACT_PERC:50]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:4:2]
[ATTACK_FLAG_WITH]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:MAIN]
[ATTACK:SLASH:BODYPART:BY_CATEGORY:BLADE]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:slash:slashes]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:4:2]
[ATTACK_FLAG_WITH]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:MAIN]
[ATTACK:STRIKE:BODYPART:BY_CATEGORY:BLADE_ARM]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:hook:hooks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:50]
[ATTACK_PREPARE_AND_RECOVER:5:1]
[ATTACK_FLAG_WITH]
[ATTACK_FLAG_CANLATCH]
[ATTACK_FLAG_EDGE]
[ATTACK_FLAG_BAD_MULTIATTACK]
[ATTACK_PRIORITY:SECOND]
[CAN_DO_INTERACTION:MANTIS_HUNTING_BSK]
[CDI:ADV_NAME:battlecry]
[CDI:USAGE_HINT:ATTACK]
[CDI:VERBAL]
[CDI:VERBAL_SPEECH:cry_mantis.txt]
[CDI:TARGET:B:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:B:20]
[CDI:WAIT_PERIOD:7200]
[APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:900:750:600:439:1900:2900] 20kph
[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:7780:7508:7254:2925:8478:9233] 3kph
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:7780:7508:7254:2925:8478:9233] 3kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:6561:6115:5683:1755:7456:8567] 5kph
[PERSONALITY:VIOLENT:40:70:100]
[PERSONALITY:BRAVERY:40:70:100]
[PERSONALITY:EXCITEMENT_SEEKING:25:70:100]
[PERSONALITY:PRIDE:0:60:100]
[PERSONALITY:SINGLEMINDED:0:60:100]
[PERSONALITY:ASSERTIVENESS:0:60:100]
[PERSONALITY:EMOTIONALLY_OBSESSIVE:0:30:80]
[PERSONALITY:BASHFUL:0:0:0] prevent naked clothing thoughts
[NATURAL_SKILL:GRASP_STRIKE:1]
[NATURAL_SKILL:WRESTLING:1]
[SKILL_LEARN_RATE:GRASP_STRIKE:150]
[SKILL_LEARN_RATE:MELEE_COMBAT:150]
[SKILL_LEARN_RATE:SNEAK:150]
[SKILL_RATE:MINING:0:1:1:1] slowest mining speed
[PHYS_ATT_RANGE:STRENGTH:750:800:850:900:950:1000:1050]
[PHYS_ATT_RANGE:AGILITY:500:1000:1400:1500:1600:2000:2500]
[MENT_ATT_RANGE:WILLPOWER:200:700:1000:1200:1400:1700:2200]
[MENT_ATT_RANGE:SPATIAL_SENSE:700:1200:1400:1500:1600:1800:2500]
[MENT_ATT_RANGE:KINESTHETIC_SENSE:700:1200:1400:1500:1600:1800:2500]
[PROFESSION_NAME:CRAFTSMAN:crafter:crafters]
[PROFESSION_NAME:HAMMERMAN:hammer-wielding coward:hammer-wielding cowards]
[PROFESSION_NAME:SPEARMAN:stick-wielding coward:stick-wielding cowards]
[PROFESSION_NAME:AXEMAN:axe-wielding coward:axe-wielding cowards]
[PROFESSION_NAME:SWORDSMAN:blade-wielding coward:blade-wielding cowards]
[PROFESSION_NAME:MACEMAN:club-wielding coward:club-wielding cowards]
[PROFESSION_NAME:PIKEMAN:pike-wielding coward:pike-wielding cowards]
[PROFESSION_NAME:LASHER:whip-wielding coward:whip-wielding cowards]
[PROFESSION_NAME:MASTER_HAMMERMAN:hammer-wielding heretic:hammer-wielding heretics]
[PROFESSION_NAME:MASTER_SPEARMAN:stick-wielding heretic:stick-wielding heretics]
[PROFESSION_NAME:MASTER_AXEMAN:axe-wielding heretic:axe-wielding heretics]
[PROFESSION_NAME:MASTER_SWORDSMAN:blade-wielding heretic:blade-wielding heretics]
[PROFESSION_NAME:MASTER_MACEMAN:club-wielding heretic:club-wielding heretics]
[PROFESSION_NAME:MASTER_PIKEMAN:pike-wielding heretic:pike-wielding heretics]
[PROFESSION_NAME:MASTER_LASHER:whip-wielding heretic:whip-wielding heretics]
[PROFESSION_NAME:BOWMAN:bowmantis:bowmantises]
[PROFESSION_NAME:MASTER_BOWMAN:master bowmantis:master bowmantises]
[PROFESSION_NAME:CROSSBOWMAN:marksmantis:marksmantises]
[PROFESSION_NAME:MASTER_CROSSBOWMAN:master marksmantis:master marksmantises]
[CHILD:1]
[GENERAL_CHILD_NAME:mantis nymph:mantis nymphs]
[CHILDNAME:mantis nymph:mantis nymphs]
[SET_TL_GROUP:BY_CATEGORY:ALL:CHITIN]
[TL_COLOR_MODIFIER:BLACK:1:GREEN:1:GRAY:1:DARK_BROWN:1:RAW_UMBER:1:OLIVE:1]
[TLCM_NOUN:chitin:SINGULAR]
[CASTE:MALE]
[CASTE_PROFESSION_NAME:HUNTER:skyhunter:skyhunters]
[CASTE_PROFESSION_NAME:FISHERMAN:waterhunter:waterhunters]
[CASTE_PROFESSION_NAME:RECRUIT:hunter:hunters]
[MALE]
[SECRETION:LOCAL_CREATURE_MAT:PAINT_BLUE:LIQUID:BY_CATEGORY:HEAD:CHITIN:CONTINUOUS]
[SET_TL_GROUP:BY_CATEGORY:ALL:FAT]
[TL_COLOR_MODIFIER:LIGHT_BLUE:1:DARK_BLUE:1:BLUE:1:MIDNIGHT_BLUE:1:PERIWINKLE:1:CERULEAN:1:SKY_BLUE:1]
[TLCM_NOUN:warpaint:SINGULAR]
[CASTE:FEMALE]
[CASTE_PROFESSION_NAME:HUNTER:skyhuntress:skyhuntresses]
[CASTE_PROFESSION_NAME:FISHERMAN:waterhuntress:waterhuntresses]
[CASTE_PROFESSION_NAME:RECRUIT:huntress:huntresses]
[FEMALE]
[SECRETION:LOCAL_CREATURE_MAT:PAINT_RED:LIQUID:BY_CATEGORY:HEAD:CHITIN:CONTINUOUS]
[LAYS_EGGS]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:CHITIN:SOLID]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:ORGAN_TISSUE:LIQUID]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:ORGAN_TISSUE:LIQUID]
[EGG_SIZE:30]
[CLUTCH_SIZE:2:5]
[SET_TL_GROUP:BY_CATEGORY:ALL:FAT]
[TL_COLOR_MODIFIER:RED:1:VERMILION:1:SCARLET:1:CARMINE:1:DARK_SCARLET:1:CRIMSON:1]
[TLCM_NOUN:warpaint:SINGULAR]
[ENTITY:HUNTER_BSK]
[LAYER_LINKED]
[CREATURE:MANTIS_HUNTING_BSK]
[ARMOR:ITEM_ARMOR_WRAP_BSK]
[TOOL:ITEM_TOOL_PACKAGE_BSK]
[TOOL:ITEM_TOOL_NEST_BSK]
[PERMITTED_REACTION:TAN_HIDE_BSK]
[PERMITTED_REACTION:WOOD_MECHANISM_BSK]
[PERMITTED_REACTION:LEATHER_NEST_BSK]
[PERMITTED_REACTION:CLOTH_NEST_BSK]
[USE_ANIMAL_PRODUCTS]
[USE_CAVE_ANIMALS]
[INDOOR_WOOD]
[INDOOR_GARDENS]
[INDOOR_ORCHARDS]
[INDOOR_FARMING]
[FRIENDLY_COLOR:4:0:1]
[ACTIVE_SEASON:SPRING]
[ACTIVE_SEASON:SUMMER]
[ACTIVE_SEASON:AUTUMN]
[ACTIVE_SEASON:WINTER]
[AMBUSHER]
[BABYSNATCHER]
[PROGRESS_TRIGGER_POPULATION:3]
[PROGRESS_TRIGGER_PRODUCTION:3]
[PROGRESS_TRIGGER_TRADE:3]
[PROGRESS_TRIGGER_POP_SIEGE:1]
[PROGRESS_TRIGGER_PROD_SIEGE:1]
[PROGRESS_TRIGGER_TRADE_SIEGE:1]
[MAX_STARTING_CIV_NUMBER:100]
[MAX_POP_NUMBER:10000]
[MAX_SITE_POP_NUMBER:120]
[WANDERER]
[BEAST_HUNTER]
[SCOUT]
[MERCENARY]
[SELECT_SYMBOL:WAR:NAME_WAR]
[SUBSELECT_SYMBOL:WAR:VIOLENT]
[SELECT_SYMBOL:BATTLE:NAME_BATTLE]
[SUBSELECT_SYMBOL:BATTLE:VIOLENT]
[SELECT_SYMBOL:SIEGE:NAME_SIEGE]
[SUBSELECT_SYMBOL:SIEGE:VIOLENT]
[SELECT_SYMBOL:ROAD:NAME_ROAD]
[SELECT_SYMBOL:TUNNEL:NAME_TUNNEL]
[SELECT_SYMBOL:BRIDGE:NAME_BRIDGE]
[SELECT_SYMBOL:WALL:NAME_WALL]
[SELECT_SYMBOL:TEMPLE:NAME_BUILDING_TEMPLE]
[SELECT_SYMBOL:LIBRARY:NAME_BUILDING_LIBRARY]
[PERMITTED_JOB:CARPENTER]
[PERMITTED_JOB:BOWYER]
[PERMITTED_JOB:WOODCUTTER]
[PERMITTED_JOB:ANIMAL_CARETAKER]
[PERMITTED_JOB:ANIMAL_TRAINER]
[PERMITTED_JOB:HUNTER]
[PERMITTED_JOB:TRAPPER]
[PERMITTED_JOB:ANIMAL_DISSECTOR]
[PERMITTED_JOB:GEM_CUTTER]
[PERMITTED_JOB:GEM_SETTER]
[PERMITTED_JOB:WOODCRAFTER]
[PERMITTED_JOB:STONECRAFTER]
[PERMITTED_JOB:LEATHERWORKER]
[PERMITTED_JOB:BONE_CARVER]
[PERMITTED_JOB:WEAVER]
[PERMITTED_JOB:CLOTHIER]
[PERMITTED_JOB:GLASSMAKER]
[PERMITTED_JOB:STRAND_EXTRACTOR]
[PERMITTED_JOB:FISHERMAN]
[PERMITTED_JOB:FISH_DISSECTOR]
[PERMITTED_JOB:FISH_CLEANER]
[PERMITTED_JOB:CHEESE_MAKER]
[PERMITTED_JOB:MILKER]
[PERMITTED_JOB:SHEARER]
[PERMITTED_JOB:SPINNER]
[PERMITTED_JOB:GELDER]
[PERMITTED_JOB:COOK]
[PERMITTED_JOB:THRESHER]
[PERMITTED_JOB:MILLER]
[PERMITTED_JOB:BUTCHER]
[PERMITTED_JOB:TANNER]
[PERMITTED_JOB:DYER]
[PERMITTED_JOB:PLANTER]
[PERMITTED_JOB:HERBALIST]
[PERMITTED_JOB:BREWER]
[PERMITTED_JOB:SOAP_MAKER]
[PERMITTED_JOB:POTASH_MAKER]
[PERMITTED_JOB:LYE_MAKER]
[PERMITTED_JOB:WOOD_BURNER]
[PERMITTED_JOB:CLERK]
[PERMITTED_JOB:ADMINISTRATOR]
[PERMITTED_JOB:TRADER]
[PERMITTED_JOB:ARCHITECT]
[PERMITTED_JOB:DIAGNOSER]
[PERMITTED_JOB:BONE_SETTER]
[PERMITTED_JOB:SUTURER]
[PERMITTED_JOB:SURGEON]
[PERMITTED_JOB:GLAZER]
[PERMITTED_JOB:POTTER]
[PERMITTED_JOB:PRESSER]
[PERMITTED_JOB:BEEKEEPER]
[PERMITTED_JOB:WAX_WORKER]
[PERMITTED_JOB:PAPERMAKER]
[PERMITTED_JOB:BOOKBINDER]
[ETHIC:ASSAULT:JUSTIFIED_IF_SELF_DEFENSE]
[ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]
[ETHIC:EAT_SAPIENT_OTHER:ACCEPTABLE]
[ETHIC:KILL_ANIMAL:ACCEPTABLE]
[ETHIC:KILL_ENEMY:REQUIRED]
[ETHIC:KILL_ENTITY_MEMBER:JUSTIFIED_IF_SELF_DEFENSE]
[ETHIC:KILL_NEUTRAL:ACCEPTABLE]
[ETHIC:KILL_PLANT:PERSONAL_MATTER]
[ETHIC:LYING:PERSONAL_MATTER]
[ETHIC:MAKE_TROPHY_SAME_RACE:PERSONAL_MATTER]
[ETHIC:MAKE_TROPHY_SAPIENT:PERSONAL_MATTER]
[ETHIC:MAKE_TROPHY_ANIMAL:PERSONAL_MATTER]
[ETHIC:OATH_BREAKING:JUSTIFIED_IF_SELF_DEFENSE]
[ETHIC:SLAVERY:ONLY_IF_SANCTIONED]
[ETHIC:THEFT:SHUN]
[ETHIC:TORTURE_AS_EXAMPLE:APPALLING]
[ETHIC:TORTURE_FOR_INFORMATION:APPALLING]
[ETHIC:TORTURE_FOR_FUN:APPALLING]
[ETHIC:TORTURE_ANIMALS:APPALLING]
[ETHIC:TREASON:JUSTIFIED_IF_SELF_DEFENSE]
[ETHIC:TRESPASSING:ACCEPTABLE]
[ETHIC:VANDALISM:PERSONAL_MATTER]
[VALUE:LAW:-30]
[VALUE:LOYALTY:15]
[VALUE:FAMILY:0]
[VALUE:FRIENDSHIP:0]
[VALUE:POWER:-15]
[VALUE:TRUTH:0]
[VALUE:CUNNING:0]
[VALUE:ELOQUENCE:0]
[VALUE:FAIRNESS:0]
[VALUE:DECORUM:0]
[VALUE:TRADITION:30]
[VALUE:ARTWORK:0]
[VALUE:COOPERATION:0]
[VALUE:INDEPENDENCE:50]
[VALUE:STOICISM:30]
[VALUE:KNOWLEDGE:0]
[VALUE:INTROSPECTION:15]
[VALUE:SELF_CONTROL:15]
[VALUE:TRANQUILITY:0]
[VALUE:HARMONY:-15]
[VALUE:MERRIMENT:-15]
[VALUE:CRAFTSMANSHIP:0]
[VALUE:MARTIAL_PROWESS:50]
[VALUE:SKILL:30]
[VALUE:HARD_WORK:0]
[VALUE:SACRIFICE:30]
[VALUE:COMPETITION:30]
[VALUE:PERSEVERANCE:0]
[VALUE:LEISURE_TIME:-15]
[VALUE:COMMERCE:-15]
[VALUE:ROMANCE:0]
[VALUE:NATURE:30]
[VALUE:PEACE:-15]
[BANDITRY:50]
[LOCAL_BANDITRY]
[POSITION:WARLEADER]
[NAME:warband leader:warband leaders]
[ACCOUNT_EXEMPT]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DEMAND_MAX:5]
[DO_NOT_CULL]
[DUTY_BOUND]
[EXPORTED_IN_LEGENDS]
[FLASHES]
[COLOR:6:0:1]
[KILL_QUEST]
[MANDATE_MAX:5]
[NUMBER:1]
[PRECEDENCE:1]
[REQUIRED_RACKS:3]
[REQUIRED_STANDS:3]
[REQUIRED_OFFICE:5000]
[REQUIRED_BEDROOM:5000]
[REQUIRED_TOMB:5000]
[RESPONSIBILITY:LAW_MAKING]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[RESPONSIBILITY:MILITARY_GOALS]
[RESPONSIBILITY:MILITARY_STRATEGY]
[SPECIAL_BURIAL]
[RULES_FROM_LOCATION]
[SLEEP_PRETENSION]
[MENIAL_WORK_EXEMPTION]
[SUCCESSION:BY_POSITION:CLAN_LEADER]
[POSITION:CLAN_LEADER]
[NAME:clan leader:clan leaders]
[NUMBER:20]
[ELECTED]
[RESPONSIBILITY:BUILD_MORALE]
[RESPONSIBILITY:MEET_WORKERS]
[RESPONSIBILITY:MILITARY_STRATEGY]
[RESPONSIBILITY:LAW_ENFORCEMENT]
[RESPONSIBILITY:EXECUTIONS]
[EXECUTION_SKILL:GRASP_STRIKE]
[PRECEDENCE:30]
[SPECIAL_BURIAL]
[MENIAL_WORK_EXEMPTION]
[SLEEP_PRETENSION]
[PUNISHMENT_EXEMPTION]
[COLOR:6:0:0]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[DEMAND_MAX:1]
[MANDATE_MAX:1]
[REQUIRED_BEDROOM:2500]
[REQUIRED_TOMB:2500]
[SUCCESSION:BY_HEIR]
[POSITION:CLAN_MESSENGER]
[NAME:clan runner:clan runners]
[NUMBER:20]
[COLOR:2:0:0]
[RESPONSIBILITY:ESTABLISH_COLONY_TRADE_AGREEMENTS]
[RESPONSIBILITY:MAKE_INTRODUCTIONS]
[RESPONSIBILITY:MAKE_PEACE_AGREEMENTS]
[RESPONSIBILITY:MAKE_TOPIC_AGREEMENTS]
[APPOINTED_BY:CLAN_LEADER]
[PRECEDENCE:150]
[DUTY_BOUND]
[POSITION:CHIEF]
[NAME_MALE:chieftain:chieftains]
[NAME_FEMALE:chieftess:chieftesses]
[NUMBER:1]
[SITE]
[ELECTED]
[RESPONSIBILITY:LAW_MAKING]
[RESPONSIBILITY:MILITARY_GOALS]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[PRECEDENCE:100]
[SQUAD:1:chief:chiefs]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[DUTY_BOUND]
[COLOR:7:0:1]
[POSITION:ELDER]
[NAME:elder:elders]
[NUMBER:1]
[SITE]
[ELECTED]
[RESPONSIBILITY:MEET_WORKERS]
[RESPONSIBILITY:RELIGION]
[PRECEDENCE:100]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[DUTY_BOUND]
[COLOR:7:0:1]
[POSITION:HEALER]
[NAME:healer:healers]
[SITE]
[NUMBER:AS_NEEDED]
[RESPONSIBILITY:HEALTH_MANAGEMENT]
[APPOINTED_BY:ELDER]
[PRECEDENCE:200]
[COLOR:5:0:1]
[POSITION:QUARTER]
[NAME:quartermaster:quartermasters]
[SITE]
[REQUIRES_MARKET]
[NUMBER:1]
[RESPONSIBILITY:MANAGE_PRODUCTION]
[RESPONSIBILITY:ACCOUNTING]
[RESPONSIBILITY:TRADE]
[APPOINTED_BY:CHIEF]
[PRECEDENCE:130]
[DO_NOT_CULL]
[DUTY_BOUND]
[REQUIRED_OFFICE:250]
[COLOR:5:0:0]
[POSITION:HUNTER]
[NAME_MALE:lead hunter:lead hunters]
[NAME_FEMALE:lead huntress:huntresses]
[SITE]
[NUMBER:AS_NEEDED]
[SQUAD:5:apprentice:apprentices]
[APPOINTED_BY:CHIEF]
[PRECEDENCE:150]
[DO_NOT_CULL]
[DUTY_BOUND]
[MILITARY_SCREEN_ONLY]
[COLOR:0:0:1]
[GENERATE_DANCE_FORMS]
Since they are no longer used, you can delete these interactions from my interaction file:
[INTERACTION:MANTIS_NOHUNT_EMOTION_BSK]
[INTERACTION:MANTIS_NOHUNT_FACET_BSK]
[INTERACTION:MANTIS_MATING_FEMALE_BSK]
And these reactions from my reaction files:
[REACTION:LEATHER_TOUGH_HAIR_BSK]
[REACTION:LEATHER_TOUGH_CLOTH_BSK]
[REACTION:LEATHER_TOUGH_FEATHER_BSK]
[REACTION:LEATHER_HARD_KERATIN_BSK]
[REACTION:LEATHER_HARD_SCALE_BSK]
[REACTION:LEATHER_HARD_CHITIN_BSK]
[REACTION:MAKE_MANTIS_MINING_BSK]
[REACTION:MAKE_MANTIS_AXE_BSK]
And these weapons from my weapons file:
[ITEM_WEAPON:ITEM_WEAPON_AXE_MANTIS_BSK]
[ITEM_WEAPON:ITEM_WEAPON_MINING_MANTIS_BSK]
Btw, I notice that my data/speech/mantis_cry file was not included in Urd's latest download. It throws up an error on load. Would be eternally grateful if you could add it back in for me Baffler. :)
Also, I realised the water troll's second hydration ability wasn't working properly. Here's the fix.
current:
[CAN_DO_INTERACTION:WTROLL_HYDRATE_BSK]
[CDI:ADV_NAME:hydrate yourself (flee)]
[CDI:USAGE_HINT:FLEEING]
[CDI:TARGET:A:SELF_ONLY]
[CDI:LOCATION_HINT:IN_WATER]
[CDI:WAIT_PERIOD:67200]
change to:
[CAN_DO_INTERACTION:WTROLL_HYDRATE_BSK]
[CDI:ADV_NAME:hydrate yourself (attack)]
[CDI:TARGET:A:SELF_ONLY]
[CDI:LOCATION_HINT:IN_WATER]
[CDI:WAIT_PERIOD:67200]
The irony :P. I should get to work on some underground features. Considering making the third cavern layer to be a place seeping with wild magic, since its so close to the core.
On another note, I've been taking a gander at the pottery industry, it being one of the few non-hardcoded industries in the game. After collecting clay, you will first have to shape it into your desired product. This process takes up no fuel, and produces dummy unusable tool items. To make your clay bed/table/whatever usable, the shaped products can then fired at a kiln, which takes up fuel as usual.
[MATERIAL_TEMPLATE:CERAMIC_TEMPLATE_BSK]
[STATE_COLOR:ALL_SOLID:TAN]
[STATE_NAME:ALL_SOLID:ceramic]
[STATE_ADJ:ALL_SOLID:ceramic]
[STATE_COLOR:LIQUID:ORANGE]
[STATE_NAME:LIQUID:molten ceramics]
[STATE_ADJ:LIQUID:molten ceramics]
[STATE_COLOR:GAS:TAN]
[STATE_NAME:GAS:ceramic dust]
[STATE_ADJ:GAS:ceramic dust]
[DISPLAY_COLOR:6:0:0]
[MATERIAL_VALUE:5]
[SPEC_HEAT:600]
[IGNITE_POINT:13000]
[MELTING_POINT:11500]
[BOILING_POINT:14000]
[HEATDAM_POINT:NONE]
[COLDDAM_POINT:NONE]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:2000]
[LIQUID_DENSITY:1500]
[IMPACT_YIELD:150000]
[IMPACT_FRACTURE:200000]
[IMPACT_STRAIN_AT_YIELD:100]
[COMPRESSIVE_YIELD:150000]
[COMPRESSIVE_FRACTURE:200000]
[COMPRESSIVE_STRAIN_AT_YIELD:100]
[TENSILE_YIELD:150000]
[TENSILE_FRACTURE:200000]
[TENSILE_STRAIN_AT_YIELD:100]
[TORSION_YIELD:150000]
[TORSION_FRACTURE:200000]
[TORSION_STRAIN_AT_YIELD:100]
[SHEAR_YIELD:100000]
[SHEAR_FRACTURE:150000]
[SHEAR_STRAIN_AT_YIELD:100]
[BENDING_YIELD:150000]
[BENDING_FRACTURE:200000]
[BENDING_STRAIN_AT_YIELD:100]
[MAX_EDGE:1000]
[ABSORPTION:100]
[ITEMS_HARD]
[REACTION_CLASS:CERAMIC]
[REACTION_CLASS:GLAZEABLE]
[MATERIAL_TEMPLATE:DIRT_TEMPLATE_BSK]
[STATE_COLOR:ALL_SOLID:BROWN]
[STATE_NAME:ALL_SOLID:dirt]
[STATE_ADJ:ALL_SOLID:dirt]
[STATE_COLOR:LIQUID:ORANGE]
[STATE_NAME:LIQUID:magma]
[STATE_ADJ:LIQUID:magma]
[STATE_COLOR:GAS:BROWN]
[STATE_NAME:GAS:dust]
[STATE_ADJ:GAS:dust]
[DISPLAY_COLOR:4:0:0]
[MATERIAL_VALUE:1]
[SPEC_HEAT:3000]
[IGNITE_POINT:13000]
[MELTING_POINT:11500]
[BOILING_POINT:14000]
[HEATDAM_POINT:NONE]
[COLDDAM_POINT:NONE]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:1000]
[LIQUID_DENSITY:1000]
[IMPACT_YIELD:50000]
[IMPACT_FRACTURE:50000]
[IMPACT_STRAIN_AT_YIELD:10000]
[COMPRESSIVE_YIELD:5000]
[COMPRESSIVE_FRACTURE:5000]
[COMPRESSIVE_STRAIN_AT_YIELD:100]
[TENSILE_YIELD:5000]
[TENSILE_FRACTURE:5000]
[TENSILE_STRAIN_AT_YIELD:100]
[TORSION_YIELD:5000]
[TORSION_FRACTURE:5000]
[TORSION_STRAIN_AT_YIELD:100]
[SHEAR_YIELD:5000]
[SHEAR_FRACTURE:5000]
[SHEAR_STRAIN_AT_YIELD:100]
[BENDING_YIELD:5000]
[BENDING_FRACTURE:5000]
[BENDING_STRAIN_AT_YIELD:100]
[MAX_EDGE:0]
[ABSORPTION:500]
[REACTION_CLASS:DIRT]
[MATERIAL_TEMPLATE:CLAY_TEMPLATE_BSK]
[STATE_COLOR:ALL_SOLID:BROWN]
[STATE_NAME:ALL_SOLID:clay]
[STATE_ADJ:ALL_SOLID:clay]
[STATE_COLOR:LIQUID:ORANGE]
[STATE_NAME:LIQUID:magma]
[STATE_ADJ:LIQUID:magma]
[STATE_COLOR:GAS:BROWN]
[STATE_NAME:GAS:dust]
[STATE_ADJ:GAS:dust]
[DISPLAY_COLOR:6:0:0]
[MATERIAL_VALUE:1]
[SPEC_HEAT:3000]
[IGNITE_POINT:13000]
[MELTING_POINT:11500]
[BOILING_POINT:14000]
[HEATDAM_POINT:NONE]
[COLDDAM_POINT:NONE]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:1500]
[LIQUID_DENSITY:1500]
[IMPACT_YIELD:100000]
[IMPACT_FRACTURE:100000]
[IMPACT_STRAIN_AT_YIELD:1000]
[COMPRESSIVE_YIELD:50000]
[COMPRESSIVE_FRACTURE:50000]
[COMPRESSIVE_STRAIN_AT_YIELD:1000]
[TENSILE_YIELD:50000]
[TENSILE_FRACTURE:50000]
[TENSILE_STRAIN_AT_YIELD:1000]
[TORSION_YIELD:50000]
[TORSION_FRACTURE:50000]
[TORSION_STRAIN_AT_YIELD:1000]
[SHEAR_YIELD:10000]
[SHEAR_FRACTURE:10000]
[SHEAR_STRAIN_AT_YIELD:1000]
[BENDING_YIELD:10000]
[BENDING_FRACTURE:10000]
[BENDING_STRAIN_AT_YIELD:1000]
[MAX_EDGE:0]
[ABSORPTION:300]
[REACTION_CLASS:CLAY]
[INORGANIC:MOK_BSK]
[USE_MATERIAL_TEMPLATE:CLAY_TEMPLATE_BSK]
[STATE_NAME_ADJ:ALL_SOLID:claymok]
[STATE_COLOR:ALL_SOLID:CARMINE]
[DISPLAY_COLOR:4:0:1]
[TILE:178]
[SOIL]
[MATERIAL_REACTION_PRODUCT:FIRED_MAT:INORGANIC:MOKWARE_BSK]
[SPHERE:MURDER]
[INORGANIC:MERDE_BSK]
[USE_MATERIAL_TEMPLATE:CLAY_TEMPLATE_BSK]
[STATE_NAME_ADJ:ALL_SOLID:merdeclay]
[STATE_COLOR:ALL_SOLID:AQUA]
[DISPLAY_COLOR:3:0:0]
[TILE:178]
[SOIL]
[MATERIAL_REACTION_PRODUCT:FIRED_MAT:INORGANIC:MERDEWARE_BSK]
[SOLID_DENSITY:800][LIQUID_DENSITY:800]
[INORGANIC:MOKWARE_BSK]
[USE_MATERIAL_TEMPLATE:CERAMIC_TEMPLATE_BSK]
[STATE_NAME_ADJ:ALL:mokware]
[STATE_COLOR:ALL:DARK_SCARLET]
[DISPLAY_COLOR:4:0:1]
[TILE:'#']
[IS_STONE]
[IS_CERAMIC]
[BLOCK_NAME:brick:bricks]
[DISPLAY_UNGLAZED]
[NO_STONE_STOCKPILE]
[SPHERE:WAR]
[INORGANIC:MERDEWARE_BSK]
[USE_MATERIAL_TEMPLATE:CERAMIC_TEMPLATE_BSK]
[STATE_NAME_ADJ:ALL:merdeware]
[STATE_COLOR:ALL:TURQUOISE]
[DISPLAY_COLOR:3:0:0]
[TILE:'#']
[IS_STONE]
[IS_CERAMIC]
[BLOCK_NAME:brick:bricks]
[DISPLAY_UNGLAZED]
[NO_STONE_STOCKPILE]
[ABSORPTION:500]
[SOLID_DENSITY:1200][LIQUID_DENSITY:1200]
[ITEM_TOOL:ITEM_TOOL_LIBRARY_RACK_BSK]
[NAME:library rack:library racks]
[HARD_MAT]
[VALUE:10]
[TOOL_USE:BOOKCASE]
[TILE:240][INVERTED_TILE]
[SIZE:50000]
[FURNITURE]
[NO_DEFAULT_JOB]
[ITEM_TOOL:ITEM_TOOL_JAR_BSK]
[NAME:jar:jars]
[VALUE:10]
[HARD_MAT]
[TOOL_USE:FOOD_STORAGE]
[TILE:238]
[SIZE:5000]
[MATERIAL_SIZE:2]
[CONTAINER_CAPACITY:50000]
[ITEM_TOOL:ITEM_TOOL_CLAY_TABLET_BSK]
[NAME:tablet:tablets]
[CERAMIC_MAT]
[VALUE:7]
[TOOL_USE:CONTAIN_WRITING]
[TILE:239]
[SIZE:20000]
[NO_DEFAULT_JOB]
[ITEM_TOOL:ITEM_TOOL_CLAY_BED_BSK]
[NAME:bed:beds]
[ADJECTIVE:dried]
[VALUE:10]
[TILE:233]
[SIZE:100000]
[MATERIAL_SIZE:10]
[UNIMPROVABLE]
[FURNITURE]
[NO_DEFAULT_JOB]
[INCOMPLETE_ITEM]
[ITEM_TOOL:ITEM_TOOL_CLAY_CHAIR_BSK]
[NAME:seat:seats]
[ADJECTIVE:dried]
[VALUE:10]
[TILE:210]
[SIZE:50000]
[MATERIAL_SIZE:5]
[UNIMPROVABLE]
[FURNITURE]
[NO_DEFAULT_JOB]
[INCOMPLETE_ITEM]
[ITEM_TOOL:ITEM_TOOL_CLAY_TABLE_BSK]
[NAME:surface:surfaces]
[ADJECTIVE:dried]
[VALUE:10]
[TILE:233]
[SIZE:50000]
[MATERIAL_SIZE:5]
[UNIMPROVABLE]
[FURNITURE]
[NO_DEFAULT_JOB]
[INCOMPLETE_ITEM]
[ITEM_TOOL:ITEM_TOOL_CLAY_COFFIN_BSK]
[NAME:coffin:coffins]
[ADJECTIVE:dried]
[VALUE:10]
[TILE:233]
[SIZE:100000]
[MATERIAL_SIZE:10]
[UNIMPROVABLE]
[FURNITURE]
[NO_DEFAULT_JOB]
[INCOMPLETE_ITEM]
[ITEM_TOOL:ITEM_TOOL_CLAY_BOX_BSK]
[NAME:storage:storage]
[ADJECTIVE:dried]
[VALUE:10]
[TILE:233]
[SIZE:30000]
[MATERIAL_SIZE:3]
[UNIMPROVABLE]
[FURNITURE]
[NO_DEFAULT_JOB]
[INCOMPLETE_ITEM]
[ITEM_TOOL:ITEM_TOOL_CLAY_ARMORSTAND_BSK]
[NAME:stand:stands]
[ADJECTIVE:dried]
[VALUE:10]
[TILE:233]
[SIZE:50000]
[MATERIAL_SIZE:5]
[UNIMPROVABLE]
[FURNITURE]
[NO_DEFAULT_JOB]
[INCOMPLETE_ITEM]
[ITEM_TOOL:ITEM_TOOL_CLAY_WEAPONRACK_BSK]
[NAME:rack:racks]
[ADJECTIVE:dried]
[VALUE:10]
[TILE:233]
[SIZE:50000]
[MATERIAL_SIZE:5]
[UNIMPROVABLE]
[FURNITURE]
[NO_DEFAULT_JOB]
[INCOMPLETE_ITEM]
[ITEM_TOOL:ITEM_TOOL_CLAY_CABINET_BSK]
[NAME:cabinet:cabinets]
[ADJECTIVE:dried]
[VALUE:10]
[TILE:233]
[SIZE:50000]
[MATERIAL_SIZE:5]
[UNIMPROVABLE]
[FURNITURE]
[NO_DEFAULT_JOB]
[INCOMPLETE_ITEM]
[ITEM_TOOL:ITEM_TOOL_CLAY_SLAB_BSK]
[NAME:slab:slabs]
[ADJECTIVE:dried]
[VALUE:10]
[TILE:233]
[SIZE:100000]
[MATERIAL_SIZE:10]
[UNIMPROVABLE]
[FURNITURE]
[NO_DEFAULT_JOB]
[INCOMPLETE_ITEM]
[ITEM_TOOL:ITEM_TOOL_CLAY_JAR_BSK]
[NAME:jar:jars]
[ADJECTIVE:unfired]
[VALUE:10]
[TILE:238]
[SIZE:5000]
[MATERIAL_SIZE:1]
[UNIMPROVABLE]
[NO_DEFAULT_JOB]
[INCOMPLETE_ITEM]
[ITEM_TOOL:ITEM_TOOL_CLAY_TOTEM_BSK]
[NAME:totem:totems]
[ADJECTIVE:unfired]
[VALUE:10]
[TILE:135]
[SIZE:5000]
[MATERIAL_SIZE:1]
[UNIMPROVABLE]
[NO_DEFAULT_JOB]
[INCOMPLETE_ITEM]
[ITEM_TOOL:ITEM_TOOL_CLAY_GOBLET_BSK]
[NAME:mug:mugs]
[ADJECTIVE:unfired]
[VALUE:10]
[TILE:20]
[SIZE:500]
[MATERIAL_SIZE:1]
[UNIMPROVABLE]
[NO_DEFAULT_JOB]
[INCOMPLETE_ITEM]
[ITEM_TOOL:ITEM_TOOL_CLAY_FIGURINE_BSK]
[NAME:figurine:figurines]
[ADJECTIVE:unfired]
[VALUE:10]
[TILE:143]
[SIZE:500]
[MATERIAL_SIZE:1]
[UNIMPROVABLE]
[NO_DEFAULT_JOB]
[INCOMPLETE_ITEM]
[ITEM_TOOL:ITEM_TOOL_CLAY_AMULET_BSK]
[NAME:amulet:amulets]
[ADJECTIVE:unfired]
[VALUE:10]
[TILE:12]
[SIZE:100]
[MATERIAL_SIZE:1]
[UNIMPROVABLE]
[NO_DEFAULT_JOB]
[INCOMPLETE_ITEM]
[ITEM_TOOL:ITEM_TOOL_CLAY_SCEPTER_BSK]
[NAME:scepter:scepters]
[ADJECTIVE:unfired]
[VALUE:10]
[TILE:45]
[SIZE:500]
[MATERIAL_SIZE:1]
[UNIMPROVABLE]
[NO_DEFAULT_JOB]
[INCOMPLETE_ITEM]
[ITEM_TOOL:ITEM_TOOL_CLAY_CROWN_BSK]
[NAME:crown:crowns]
[ADJECTIVE:unfired]
[VALUE:10]
[TILE:230]
[SIZE:200]
[MATERIAL_SIZE:1]
[UNIMPROVABLE]
[NO_DEFAULT_JOB]
[INCOMPLETE_ITEM]
[ITEM_TOOL:ITEM_TOOL_CLAY_RING_BSK]
[NAME:ring:rings]
[ADJECTIVE:unfired]
[VALUE:10]
[TILE:148]
[SIZE:100]
[MATERIAL_SIZE:1]
[UNIMPROVABLE]
[NO_DEFAULT_JOB]
[INCOMPLETE_ITEM]
[ITEM_TOOL:ITEM_TOOL_CLAY_EARRING_BSK]
[NAME:earring:earrings]
[ADJECTIVE:unfired]
[VALUE:10]
[TILE:235]
[SIZE:100]
[MATERIAL_SIZE:1]
[UNIMPROVABLE]
[NO_DEFAULT_JOB]
[INCOMPLETE_ITEM]
[ITEM_TOOL:ITEM_TOOL_CLAY_BRACELET_BSK]
[NAME:bracelet:bracelets]
[ADJECTIVE:unfired]
[VALUE:10]
[TILE:153]
[SIZE:100]
[MATERIAL_SIZE:1]
[UNIMPROVABLE]
[NO_DEFAULT_JOB]
[INCOMPLETE_ITEM]
[REACTION:MAKE_CLAY_JAR_BSK]
[NAME:shape clay jar]
[BUILDING:KILN:CUSTOM_J]
[REAGENT:clay:1:BOULDER:NONE:NONE:NONE]
[REACTION_CLASS:CLAY]
[HAS_MATERIAL_REACTION_PRODUCT:FIRED_MAT]
[PRODUCT:100:1:TOOL:ITEM_TOOL_CLAY_JAR_BSK:GET_MATERIAL_FROM_REAGENT:clay:NONE]
[SKILL:POTTERY]
[CATEGORY:POTTER_WHEEL_BSK]
[CATEGORY_NAME:Potter's wheel]
[CATEGORY_DESCRIPTION:For the shaping of raw clay into dry unfinished products.]
[CATEGORY_KEY:CUSTOM_SHIFT_W]
[CATEGORY:PWHEEL_CLAY_FURNITURE_BSK]
[CATEGORY_NAME:Furniture]
[CATEGORY_DESCRIPTION:Requires 5 units of clay.]
[CATEGORY_PARENT:POTTER_WHEEL_BSK]
[CATEGORY_KEY:CUSTOM_SHIFT_F]
[CATEGORY:PWHEEL_CLAY_CRAFT_BSK]
[CATEGORY_NAME:Crafts]
[CATEGORY_DESCRIPTION:Requires 1 unit of clay.]
[CATEGORY_PARENT:POTTER_WHEEL_BSK]
[CATEGORY_KEY:CUSTOM_SHIFT_C]
[REACTION:MAKE_CLAY_BED_BSK]
[NAME:shape clay bed]
[BUILDING:KILN:CUSTOM_B]
[REAGENT:clay:5:BOULDER:NONE:NONE:NONE]
[REACTION_CLASS:CLAY]
[HAS_MATERIAL_REACTION_PRODUCT:FIRED_MAT]
[PRODUCT:100:1:TOOL:ITEM_TOOL_CLAY_BED_BSK:GET_MATERIAL_FROM_REAGENT:clay:NONE]
[SKILL:POTTERY]
[CATEGORY:PWHEEL_CLAY_FURNITURE_BSK]
[REACTION:MAKE_CLAY_CHAIR_BSK]
[NAME:shape clay seat]
[BUILDING:KILN:CUSTOM_C]
[REAGENT:clay:5:BOULDER:NONE:NONE:NONE]
[REACTION_CLASS:CLAY]
[HAS_MATERIAL_REACTION_PRODUCT:FIRED_MAT]
[PRODUCT:100:1:TOOL:ITEM_TOOL_CLAY_CHAIR_BSK:GET_MATERIAL_FROM_REAGENT:clay:NONE]
[SKILL:POTTERY]
[CATEGORY:PWHEEL_CLAY_FURNITURE_BSK]
[REACTION:MAKE_CLAY_TABLE_BSK]
[NAME:shape clay surface]
[BUILDING:KILN:CUSTOM_T]
[REAGENT:clay:5:BOULDER:NONE:NONE:NONE]
[REACTION_CLASS:CLAY]
[HAS_MATERIAL_REACTION_PRODUCT:FIRED_MAT]
[PRODUCT:100:1:TOOL:ITEM_TOOL_CLAY_TABLE_BSK:GET_MATERIAL_FROM_REAGENT:clay:NONE]
[SKILL:POTTERY]
[CATEGORY:PWHEEL_CLAY_FURNITURE_BSK]
[REACTION:MAKE_CLAY_COFFIN_BSK]
[NAME:shape clay coffin]
[BUILDING:KILN:CUSTOM_K]
[REAGENT:clay:5:BOULDER:NONE:NONE:NONE]
[REACTION_CLASS:CLAY]
[HAS_MATERIAL_REACTION_PRODUCT:FIRED_MAT]
[PRODUCT:100:1:TOOL:ITEM_TOOL_CLAY_COFFIN_BSK:GET_MATERIAL_FROM_REAGENT:clay:NONE]
[SKILL:POTTERY]
[CATEGORY:PWHEEL_CLAY_FURNITURE_BSK]
[REACTION:MAKE_CLAY_STATUE_BSK]
[NAME:shape clay sculpture]
[BUILDING:KILN:CUSTOM_S]
[REAGENT:clay:5:BOULDER:NONE:NONE:NONE]
[REACTION_CLASS:CLAY]
[HAS_MATERIAL_REACTION_PRODUCT:FIRED_MAT]
[PRODUCT:100:1:TOOL:ITEM_TOOL_CLAY_STATUE_BSK:GET_MATERIAL_FROM_REAGENT:clay:NONE]
[SKILL:POTTERY]
[CATEGORY:PWHEEL_CLAY_FURNITURE_BSK]
[REACTION:MAKE_CLAY_BOX_BSK]
[NAME:shape clay storage]
[BUILDING:KILN:CUSTOM_H]
[REAGENT:clay:5:BOULDER:NONE:NONE:NONE]
[REACTION_CLASS:CLAY]
[HAS_MATERIAL_REACTION_PRODUCT:FIRED_MAT]
[PRODUCT:100:1:TOOL:ITEM_TOOL_CLAY_BOX_BSK:GET_MATERIAL_FROM_REAGENT:clay:NONE]
[SKILL:POTTERY]
[CATEGORY:PWHEEL_CLAY_FURNITURE_BSK]
[REACTION:MAKE_CLAY_ARMORSTAND_BSK]
[NAME:shape clay stand]
[BUILDING:KILN:CUSTOM_A]
[REAGENT:clay:5:BOULDER:NONE:NONE:NONE]
[REACTION_CLASS:CLAY]
[HAS_MATERIAL_REACTION_PRODUCT:FIRED_MAT]
[PRODUCT:100:1:TOOL:ITEM_TOOL_CLAY_ARMORSTAND_BSK:GET_MATERIAL_FROM_REAGENT:clay:NONE]
[SKILL:POTTERY]
[CATEGORY:PWHEEL_CLAY_FURNITURE_BSK]
[REACTION:MAKE_CLAY_WEAPONRACK_BSK]
[NAME:shape clay rack]
[BUILDING:KILN:CUSTOM_W]
[REAGENT:clay:5:BOULDER:NONE:NONE:NONE]
[REACTION_CLASS:CLAY]
[HAS_MATERIAL_REACTION_PRODUCT:FIRED_MAT]
[PRODUCT:100:1:TOOL:ITEM_TOOL_CLAY_WEAPONRACK_BSK:GET_MATERIAL_FROM_REAGENT:clay:NONE]
[SKILL:POTTERY]
[CATEGORY:PWHEEL_CLAY_FURNITURE_BSK]
[REACTION:MAKE_CLAY_CABINET_BSK]
[NAME:shape clay cabinet]
[BUILDING:KILN:CUSTOM_F]
[REAGENT:clay:5:BOULDER:NONE:NONE:NONE]
[REACTION_CLASS:CLAY]
[HAS_MATERIAL_REACTION_PRODUCT:FIRED_MAT]
[PRODUCT:100:1:TOOL:ITEM_TOOL_CLAY_CABINET_BSK:GET_MATERIAL_FROM_REAGENT:clay:NONE]
[SKILL:POTTERY]
[CATEGORY:PWHEEL_CLAY_FURNITURE_BSK]
[REACTION:MAKE_CLAY_SLAB_BSK]
[NAME:shape clay slab]
[BUILDING:KILN:CUSTOM_ALT_S]
[REAGENT:clay:5:BOULDER:NONE:NONE:NONE]
[REACTION_CLASS:CLAY]
[HAS_MATERIAL_REACTION_PRODUCT:FIRED_MAT]
[PRODUCT:100:1:TOOL:ITEM_TOOL_CLAY_SLAB_BSK:GET_MATERIAL_FROM_REAGENT:clay:NONE]
[SKILL:POTTERY]
[CATEGORY:PWHEEL_CLAY_FURNITURE_BSK]
[REACTION:MAKE_CLAY_GOBLET_BSK]
[NAME:shape clay mugs]
[BUILDING:KILN:CUSTOM_G]
[REAGENT:clay:1:BOULDER:NONE:NONE:NONE]
[REACTION_CLASS:CLAY]
[HAS_MATERIAL_REACTION_PRODUCT:FIRED_MAT]
[PRODUCT:100:3:TOOL:ITEM_TOOL_CLAY_GOBLET_BSK:GET_MATERIAL_FROM_REAGENT:clay:NONE]
[SKILL:POTTERY]
[CATEGORY:PWHEEL_CLAY_CRAFT_BSK]
[REACTION:MAKE_CLAY_TOTEM_BSK]
[NAME:shape clay totem]
[BUILDING:KILN:CUSTOM_ALT_T]
[REAGENT:clay:1:BOULDER:NONE:NONE:NONE]
[REACTION_CLASS:CLAY]
[HAS_MATERIAL_REACTION_PRODUCT:FIRED_MAT]
[PRODUCT:100:1:TOOL:ITEM_TOOL_CLAY_TOTEM_BSK:GET_MATERIAL_FROM_REAGENT:clay:NONE]
[SKILL:POTTERY]
[CATEGORY:PWHEEL_CLAY_CRAFT_BSK]
[REACTION:MAKE_CLAY_TABLET_BSK]
[NAME:shape blank clay tablet]
[BUILDING:KILN:CUSTOM_T]
[REAGENT:clay:1:BOULDER:NONE:NONE:NONE]
[REACTION_CLASS:CLAY]
[HAS_MATERIAL_REACTION_PRODUCT:FIRED_MAT]
[PRODUCT:100:1:TOOL:ITEM_TOOL_CLAY_TABLET_BSK:GET_MATERIAL_FROM_REAGENT:clay:NONE]
[SKILL:POTTERY]
[CATEGORY:PWHEEL_CLAY_CRAFT_BSK]
[REACTION:MAKE_CLAY_FIGURINE_BSK]
[NAME:shape clay figurines]
[BUILDING:KILN:CUSTOM_F]
[REAGENT:clay:1:BOULDER:NONE:NONE:NONE]
[REACTION_CLASS:CLAY]
[HAS_MATERIAL_REACTION_PRODUCT:FIRED_MAT]
[PRODUCT:100:3:TOOL:ITEM_TOOL_CLAY_FIGURINE_BSK:GET_MATERIAL_FROM_REAGENT:clay:NONE]
[SKILL:POTTERY]
[CATEGORY:PWHEEL_CLAY_CRAFT_TRADEGOOD_BSK]
[CATEGORY_NAME:Trade Goods]
[CATEGORY_DESCRIPTION:Jewelry and such. Each clay piece produces 3 trade goods.]
[CATEGORY_PARENT:PWHEEL_CLAY_CRAFT_BSK]
[CATEGORY_KEY:CUSTOM_SHIFT_G]
[REACTION:MAKE_CLAY_AMULET_BSK]
[NAME:shape clay amulet]
[BUILDING:KILN:CUSTOM_A]
[REAGENT:clay:1:BOULDER:NONE:NONE:NONE]
[REACTION_CLASS:CLAY]
[HAS_MATERIAL_REACTION_PRODUCT:FIRED_MAT]
[PRODUCT:100:3:TOOL:ITEM_TOOL_CLAY_AMULET_BSK:GET_MATERIAL_FROM_REAGENT:clay:NONE]
[SKILL:POTTERY]
[CATEGORY:PWHEEL_CLAY_CRAFT_TRADEGOOD_BSK]
[REACTION:MAKE_CLAY_SCEPTER_BSK]
[NAME:shape clay scepter]
[BUILDING:KILN:CUSTOM_S]
[REAGENT:clay:1:BOULDER:NONE:NONE:NONE]
[REACTION_CLASS:CLAY]
[HAS_MATERIAL_REACTION_PRODUCT:FIRED_MAT]
[PRODUCT:100:3:TOOL:ITEM_TOOL_CLAY_SCEPTER_BSK:GET_MATERIAL_FROM_REAGENT:clay:NONE]
[SKILL:POTTERY]
[CATEGORY:PWHEEL_CLAY_CRAFT_TRADEGOOD_BSK]
[REACTION:MAKE_CLAY_CROWN_BSK]
[NAME:shape clay crown]
[BUILDING:KILN:CUSTOM_C]
[REAGENT:clay:1:BOULDER:NONE:NONE:NONE]
[REACTION_CLASS:CLAY]
[HAS_MATERIAL_REACTION_PRODUCT:FIRED_MAT]
[PRODUCT:100:3:TOOL:ITEM_TOOL_CLAY_CROWN_BSK:GET_MATERIAL_FROM_REAGENT:clay:NONE]
[SKILL:POTTERY]
[CATEGORY:PWHEEL_CLAY_CRAFT_TRADEGOOD_BSK]
[REACTION:MAKE_CLAY_RING_BSK]
[NAME:shape clay ring]
[BUILDING:KILN:CUSTOM_R]
[REAGENT:clay:1:BOULDER:NONE:NONE:NONE]
[REACTION_CLASS:CLAY]
[HAS_MATERIAL_REACTION_PRODUCT:FIRED_MAT]
[PRODUCT:100:3:TOOL:ITEM_TOOL_CLAY_RING_BSK:GET_MATERIAL_FROM_REAGENT:clay:NONE]
[SKILL:POTTERY]
[CATEGORY:PWHEEL_CLAY_CRAFT_TRADEGOOD_BSK]
[REACTION:MAKE_CLAY_EARRING_BSK]
[NAME:shape clay earring]
[BUILDING:KILN:CUSTOM_E]
[REAGENT:clay:1:BOULDER:NONE:NONE:NONE]
[REACTION_CLASS:CLAY]
[HAS_MATERIAL_REACTION_PRODUCT:FIRED_MAT]
[PRODUCT:100:3:TOOL:ITEM_TOOL_CLAY_EARRING_BSK:GET_MATERIAL_FROM_REAGENT:clay:NONE]
[SKILL:POTTERY]
[CATEGORY:PWHEEL_CLAY_CRAFT_TRADEGOOD_BSK]
[REACTION:MAKE_CLAY_BRACELET_BSK]
[NAME:shape clay bracelet]
[BUILDING:KILN:CUSTOM_B]
[REAGENT:clay:1:BOULDER:NONE:NONE:NONE]
[REACTION_CLASS:CLAY]
[HAS_MATERIAL_REACTION_PRODUCT:FIRED_MAT]
[PRODUCT:100:3:TOOL:ITEM_TOOL_CLAY_BRACELET_BSK:GET_MATERIAL_FROM_REAGENT:clay:NONE]
[SKILL:POTTERY]
[CATEGORY:PWHEEL_CLAY_CRAFT_TRADEGOOD_BSK]
#Kiln
[REACTION:KILNFIRE_CLAY_JAR_BSK]
[NAME:kiln-fire clay jar]
[BUILDING:KILN:CUSTOM_J]
[REAGENT:unfired clay jar:1:TOOL:ITEM_TOOL_CLAY_JAR_BSK:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:FIRED_MAT]
[PRODUCT:100:1:TOOL:ITEM_TOOL_JAR_BSK:GET_MATERIAL_FROM_REAGENT:unfired clay jar:FIRED_MAT]
[SKILL:POTTERY]
[AUTOMATIC]
[FUEL]
[CATEGORY:KILNFIRE_BSK]
[CATEGORY_NAME:Kiln-fire shaped clay]
[CATEGORY_DESCRIPTION:Clay items have to be fired before they become usable. (FUEL, AUTOMATIC)]
[CATEGORY_KEY:CUSTOM_SHIFT_K]
[CATEGORY:KILNFIRE_CLAY_FURNITURE_BSK]
[CATEGORY_NAME:Furniture]
[CATEGORY_PARENT:KILNFIRE_BSK]
[CATEGORY_KEY:CUSTOM_SHIFT_F]
[CATEGORY:KILNFIRE_CLAY_CRAFT_BSK]
[CATEGORY_NAME:Crafts]
[CATEGORY_PARENT:KILNFIRE_BSK]
[CATEGORY_KEY:CUSTOM_SHIFT_C]
[REACTION:KILNFIRE_CLAY_BED_BSK]
[NAME:kiln-fire clay bed]
[BUILDING:KILN:CUSTOM_B]
[REAGENT:dry clay bed:1:TOOL:ITEM_TOOL_CLAY_BED_BSK:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:FIRED_MAT]
[PRODUCT:100:1:BED:NONE:GET_MATERIAL_FROM_REAGENT:dry clay bed:FIRED_MAT]
[SKILL:POTTERY]
[AUTOMATIC]
[CATEGORY:KILNFIRE_CLAY_FURNITURE_BSK]
[FUEL]
[REACTION:KILNFIRE_CLAY_CHAIR_BSK]
[NAME:kiln-fire clay seat]
[BUILDING:KILN:CUSTOM_C]
[REAGENT:dry clay seat:1:TOOL:ITEM_TOOL_CLAY_CHAIR_BSK:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:FIRED_MAT]
[PRODUCT:100:1:CHAIR:NONE:GET_MATERIAL_FROM_REAGENT:dry clay seat:FIRED_MAT]
[SKILL:POTTERY]
[AUTOMATIC]
[CATEGORY:KILNFIRE_CLAY_FURNITURE_BSK]
[FUEL]
[REACTION:KILNFIRE_CLAY_TABLE_BSK]
[NAME:kiln-fire clay surface]
[BUILDING:KILN:CUSTOM_T]
[REAGENT:dry clay surface:1:TOOL:ITEM_TOOL_CLAY_TABLE_BSK:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:FIRED_MAT]
[PRODUCT:100:1:TABLE:NONE:GET_MATERIAL_FROM_REAGENT:dry clay surface:FIRED_MAT]
[SKILL:POTTERY]
[AUTOMATIC]
[CATEGORY:KILNFIRE_CLAY_FURNITURE_BSK]
[FUEL]
[REACTION:KILNFIRE_CLAY_COFFIN_BSK]
[NAME:kiln-fire clay coffin]
[BUILDING:KILN:CUSTOM_K]
[REAGENT:dry clay coffin:1:TOOL:ITEM_TOOL_CLAY_COFFIN_BSK:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:FIRED_MAT]
[PRODUCT:100:1:COFFIN:NONE:GET_MATERIAL_FROM_REAGENT:dry clay coffin:FIRED_MAT]
[SKILL:POTTERY]
[AUTOMATIC]
[CATEGORY:KILNFIRE_CLAY_FURNITURE_BSK]
[FUEL]
[REACTION:KILNFIRE_CLAY_STATUE_BSK]
[NAME:kiln-fire clay sculpture]
[BUILDING:KILN:CUSTOM_S]
[REAGENT:dry clay sculpture:1:TOOL:ITEM_TOOL_CLAY_STATUE_BSK:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:FIRED_MAT]
[PRODUCT:100:1:STATUE:NONE:GET_MATERIAL_FROM_REAGENT:dry clay sculpture:FIRED_MAT]
[SKILL:POTTERY]
[AUTOMATIC]
[CATEGORY:KILNFIRE_CLAY_FURNITURE_BSK]
[FUEL]
[REACTION:KILNFIRE_CLAY_BOX_BSK]
[NAME:kiln-fire clay storage]
[BUILDING:KILN:CUSTOM_H]
[REAGENT:dry clay storage:1:TOOL:ITEM_TOOL_CLAY_BOX_BSK:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:FIRED_MAT]
[PRODUCT:100:1:BOX:NONE:GET_MATERIAL_FROM_REAGENT:dry clay storage:FIRED_MAT]
[SKILL:POTTERY]
[AUTOMATIC]
[CATEGORY:KILNFIRE_CLAY_FURNITURE_BSK]
[FUEL]
[REACTION:KILNFIRE_CLAY_ARMORSTAND_BSK]
[NAME:kiln-fire clay stand]
[BUILDING:KILN:CUSTOM_A]
[REAGENT:dry clay stand:1:TOOL:ITEM_TOOL_CLAY_ARMORSTAND_BSK:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:FIRED_MAT]
[PRODUCT:100:1:ARMORSTAND:NONE:GET_MATERIAL_FROM_REAGENT:dry clay stand:FIRED_MAT]
[SKILL:POTTERY]
[AUTOMATIC]
[CATEGORY:KILNFIRE_CLAY_FURNITURE_BSK]
[FUEL]
[REACTION:KILNFIRE_CLAY_WEAPONRACK_BSK]
[NAME:kiln-fire clay rack]
[BUILDING:KILN:CUSTOM_W]
[REAGENT:dry clay rack:1:TOOL:ITEM_TOOL_CLAY_WEAPONRACK_BSK:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:FIRED_MAT]
[PRODUCT:100:1:WEAPONRACK:NONE:GET_MATERIAL_FROM_REAGENT:dry clay rack:FIRED_MAT]
[SKILL:POTTERY]
[AUTOMATIC]
[CATEGORY:KILNFIRE_CLAY_FURNITURE_BSK]
[FUEL]
[REACTION:KILNFIRE_CLAY_CABINET_BSK]
[NAME:kiln-fire clay cabinet]
[BUILDING:KILN:CUSTOM_F]
[REAGENT:dry clay cabinet:1:TOOL:ITEM_TOOL_CLAY_CABINET_BSK:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:FIRED_MAT]
[PRODUCT:100:1:CABINET:NONE:GET_MATERIAL_FROM_REAGENT:dry clay cabinet:FIRED_MAT]
[SKILL:POTTERY]
[AUTOMATIC]
[CATEGORY:KILNFIRE_CLAY_FURNITURE_BSK]
[FUEL]
[REACTION:KILNFIRE_CLAY_SLAB_BSK]
[NAME:kiln-fire clay slab]
[BUILDING:KILN:CUSTOM_ALT_S]
[REAGENT:dry clay slab:1:TOOL:ITEM_TOOL_CLAY_SLAB_BSK:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:FIRED_MAT]
[PRODUCT:100:1:SLAB:NONE:GET_MATERIAL_FROM_REAGENT:dry clay slab:FIRED_MAT]
[SKILL:POTTERY]
[AUTOMATIC]
[CATEGORY:KILNFIRE_CLAY_FURNITURE_BSK]
[FUEL]
[REACTION:KILNFIRE_CLAY_GOBLET_BSK]
[NAME:kiln-fire clay mugs]
[BUILDING:KILN:CUSTOM_G]
[REAGENT:unfired clay mug:3:TOOL:ITEM_TOOL_CLAY_GOBLET_BSK:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:FIRED_MAT]
[PRODUCT:100:3:GOBLET:NONE:GET_MATERIAL_FROM_REAGENT:unfired clay mug:FIRED_MAT]
[SKILL:POTTERY]
[AUTOMATIC]
[CATEGORY:KILNFIRE_CLAY_CRAFT_BSK]
[FUEL]
[REACTION:KILNFIRE_CLAY_TOTEM_BSK]
[NAME:kiln-fire clay totem]
[BUILDING:KILN:CUSTOM_ALT_T]
[REAGENT:unfired clay totem:1:TOOL:ITEM_TOOL_CLAY_TOTEM_BSK:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:FIRED_MAT]
[PRODUCT:100:1:TOTEM:NONE:GET_MATERIAL_FROM_REAGENT:unfired clay totem:FIRED_MAT]
[SKILL:POTTERY]
[AUTOMATIC]
[CATEGORY:KILNFIRE_CLAY_CRAFT_BSK]
[FUEL]
[REACTION:KILNFIRE_CLAY_FIGURINE_BSK]
[NAME:kiln-fire clay figurines]
[BUILDING:KILN:CUSTOM_F]
[REAGENT:unfired clay figurine:3:TOOL:ITEM_TOOL_CLAY_FIGURINE_BSK:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:FIRED_MAT]
[PRODUCT:100:3:FIGURINE:NONE:GET_MATERIAL_FROM_REAGENT:unfired clay figurine:FIRED_MAT]
[SKILL:POTTERY]
[AUTOMATIC]
[FUEL]
[CATEGORY:KILNFIRE_CLAY_CRAFT_TRADEGOOD_BSK]
[CATEGORY_NAME:Trade Goods]
[CATEGORY_DESCRIPTION:Jewelry and such. Fires 3 pieces at a time.]
[CATEGORY_PARENT:KILNFIRE_CLAY_CRAFT_BSK]
[CATEGORY_KEY:CUSTOM_ALT_G]
[REACTION:KILNFIRE_CLAY_AMULET_BSK]
[NAME:kiln-fire clay amulets]
[BUILDING:KILN:CUSTOM_A]
[REAGENT:unfired clay amulet:3:TOOL:ITEM_TOOL_CLAY_AMULET_BSK:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:FIRED_MAT]
[PRODUCT:100:3:AMULET:NONE:GET_MATERIAL_FROM_REAGENT:unfired clay amulet:FIRED_MAT]
[SKILL:POTTERY]
[AUTOMATIC]
[CATEGORY:KILNFIRE_CLAY_CRAFT_TRADEGOOD_BSK]
[FUEL]
[REACTION:KILNFIRE_CLAY_SCEPTER_BSK]
[NAME:kiln-fire clay scepters]
[BUILDING:KILN:CUSTOM_S]
[REAGENT:unfired clay scepter:3:TOOL:ITEM_TOOL_CLAY_SCEPTER_BSK:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:FIRED_MAT]
[PRODUCT:100:3:SCEPTER:NONE:GET_MATERIAL_FROM_REAGENT:unfired clay scepter:FIRED_MAT]
[SKILL:POTTERY]
[AUTOMATIC]
[CATEGORY:KILNFIRE_CLAY_CRAFT_TRADEGOOD_BSK]
[FUEL]
[REACTION:KILNFIRE_CLAY_CROWN_BSK]
[NAME:kiln-fire clay crowns]
[BUILDING:KILN:CUSTOM_C]
[REAGENT:unfired clay crown:3:TOOL:ITEM_TOOL_CLAY_CROWN_BSK:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:FIRED_MAT]
[PRODUCT:100:3:CROWN:NONE:GET_MATERIAL_FROM_REAGENT:unfired clay crown:FIRED_MAT]
[SKILL:POTTERY]
[AUTOMATIC]
[CATEGORY:KILNFIRE_CLAY_CRAFT_TRADEGOOD_BSK]
[FUEL]
[REACTION:KILNFIRE_CLAY_RING_BSK]
[NAME:kiln-fire clay rings]
[BUILDING:KILN:CUSTOM_R]
[REAGENT:unfired clay ring:3:TOOL:ITEM_TOOL_CLAY_RING_BSK:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:FIRED_MAT]
[PRODUCT:100:3:RING:NONE:GET_MATERIAL_FROM_REAGENT:unfired clay ring:FIRED_MAT]
[SKILL:POTTERY]
[AUTOMATIC]
[CATEGORY:KILNFIRE_CLAY_CRAFT_TRADEGOOD_BSK]
[FUEL]
[REACTION:KILNFIRE_CLAY_EARRING_BSK]
[NAME:kiln-fire clay earrings]
[BUILDING:KILN:CUSTOM_E]
[REAGENT:unfired clay earring:3:TOOL:ITEM_TOOL_CLAY_EARRING_BSK:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:FIRED_MAT]
[PRODUCT:100:3:EARRING:NONE:GET_MATERIAL_FROM_REAGENT:unfired clay earring:FIRED_MAT]
[SKILL:POTTERY]
[AUTOMATIC]
[CATEGORY:KILNFIRE_CLAY_CRAFT_TRADEGOOD_BSK]
[FUEL]
[REACTION:KILNFIRE_CLAY_BRACELET_BSK]
[NAME:kiln-fire clay bracelets]
[BUILDING:KILN:CUSTOM_B]
[REAGENT:unfired clay bracelet:3:TOOL:ITEM_TOOL_CLAY_BRACELET_BSK:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:FIRED_MAT]
[PRODUCT:100:3:BRACELET:NONE:GET_MATERIAL_FROM_REAGENT:unfired clay bracelet:FIRED_MAT]
[SKILL:POTTERY]
[AUTOMATIC]
[CATEGORY:KILNFIRE_CLAY_CRAFT_TRADEGOOD_BSK]
[FUEL]
#Glazing
[REACTION:GLAZE_CERAMIC_BSK]
[NAME:glaze ceramic item]
[BUILDING:KILN:CUSTOM_C]
[REAGENT:glaze:1:ANY_RAW_MATERIAL:NONE:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:GLAZE_MAT]
[REAGENT:ceramic item:1:NONE:NONE:NONE:NONE]
[REACTION_CLASS:GLAZEABLE]
[REACTION_CLASS:CERAMIC]
[EMPTY]
[NOT_IMPROVED]
[PRESERVE_REAGENT]
[IMPROVEMENT:100:ceramic item:GLAZED:GET_MATERIAL_FROM_REAGENT:glaze:GLAZE_MAT]
[FUEL]
[SKILL:GLAZING]
[CATEGORY:KILNGLAZE_BSK]
[CATEGORY_NAME:Glazing]
[CATEGORY_DESCRIPTION:Glazing is required for clay products to hold liquids. (FUEL)]
[CATEGORY_KEY:CUSTOM_SHIFT_Z]
[TOOL:ITEM_TOOL_JAR_BSK]
[TOOL:ITEM_TOOL_LIBRARY_RACK_BSK]
[TOOL:ITEM_TOOL_CLAY_TABLET_BSK]
[TOOL:ITEM_TOOL_CLAY_BED_BSK]
[TOOL:ITEM_TOOL_CLAY_CHAIR_BSK]
[TOOL:ITEM_TOOL_CLAY_TABLE_BSK]
[TOOL:ITEM_TOOL_CLAY_COFFIN_BSK]
[TOOL:ITEM_TOOL_CLAY_BOX_BSK]
[TOOL:ITEM_TOOL_CLAY_ARMORSTAND_BSK]
[TOOL:ITEM_TOOL_CLAY_WEAPONRACK_BSK]
[TOOL:ITEM_TOOL_CLAY_CABINET_BSK]
[TOOL:ITEM_TOOL_CLAY_SLAB_BSK]
[TOOL:ITEM_TOOL_CLAY_JAR_BSK]
[TOOL:ITEM_TOOL_CLAY_TOTEM_BSK]
[TOOL:ITEM_TOOL_CLAY_GOBLET_BSK]
[TOOL:ITEM_TOOL_CLAY_FIGURINE_BSK]
[TOOL:ITEM_TOOL_CLAY_AMULET_BSK]
[TOOL:ITEM_TOOL_CLAY_SCEPTER_BSK]
[TOOL:ITEM_TOOL_CLAY_CROWN_BSK]
[TOOL:ITEM_TOOL_CLAY_RING_BSK]
[TOOL:ITEM_TOOL_CLAY_EARRING_BSK]
[TOOL:ITEM_TOOL_CLAY_BRACELET_BSK]
[PERMITTED_REACTION:MAKE_CLAY_JAR_BSK]
[PERMITTED_REACTION:MAKE_CLAY_BED_BSK]
[PERMITTED_REACTION:MAKE_CLAY_CHAIR_BSK]
[PERMITTED_REACTION:MAKE_CLAY_TABLE_BSK]
[PERMITTED_REACTION:MAKE_CLAY_COFFIN_BSK]
[PERMITTED_REACTION:MAKE_CLAY_STATUE_BSK]
[PERMITTED_REACTION:MAKE_CLAY_BOX_BSK]
[PERMITTED_REACTION:MAKE_CLAY_ARMORSTAND_BSK]
[PERMITTED_REACTION:MAKE_CLAY_WEAPONRACK_BSK]
[PERMITTED_REACTION:MAKE_CLAY_CABINET_BSK]
[PERMITTED_REACTION:MAKE_CLAY_SLAB_BSK]
[PERMITTED_REACTION:MAKE_CLAY_TOTEM_BSK]
[PERMITTED_REACTION:MAKE_CLAY_GOBLET_BSK]
[PERMITTED_REACTION:MAKE_CLAY_FIGURINE_BSK]
[PERMITTED_REACTION:MAKE_CLAY_FIGURINE_BSK]
[PERMITTED_REACTION:MAKE_CLAY_AMULET_BSK]
[PERMITTED_REACTION:MAKE_CLAY_SCEPTER_BSK]
[PERMITTED_REACTION:MAKE_CLAY_CROWN_BSK]
[PERMITTED_REACTION:MAKE_CLAY_RING_BSK]
[PERMITTED_REACTION:MAKE_CLAY_EARRING_BSK]
[PERMITTED_REACTION:MAKE_CLAY_BRACELET_BSK]
[PERMITTED_REACTION:MAKE_CLAY_TABLET_BSK]
[PERMITTED_REACTION:KILNFIRE_CLAY_JAR_BSK]
[PERMITTED_REACTION:KILNFIRE_CLAY_BED_BSK]
[PERMITTED_REACTION:KILNFIRE_CLAY_CHAIR_BSK]
[PERMITTED_REACTION:KILNFIRE_CLAY_TABLE_BSK]
[PERMITTED_REACTION:KILNFIRE_CLAY_COFFIN_BSK]
[PERMITTED_REACTION:KILNFIRE_CLAY_STATUE_BSK]
[PERMITTED_REACTION:KILNFIRE_CLAY_BOX_BSK]
[PERMITTED_REACTION:KILNFIRE_CLAY_ARMORSTAND_BSK]
[PERMITTED_REACTION:KILNFIRE_CLAY_WEAPONRACK_BSK]
[PERMITTED_REACTION:KILNFIRE_CLAY_CABINET_BSK]
[PERMITTED_REACTION:KILNFIRE_CLAY_SLAB_BSK]
[PERMITTED_REACTION:KILNFIRE_CLAY_TOTEM_BSK]
[PERMITTED_REACTION:KILNFIRE_CLAY_GOBLET_BSK]
[PERMITTED_REACTION:KILNFIRE_CLAY_FIGURINE_BSK]
[PERMITTED_REACTION:KILNFIRE_CLAY_AMULET_BSK]
[PERMITTED_REACTION:KILNFIRE_CLAY_SCEPTER_BSK]
[PERMITTED_REACTION:KILNFIRE_CLAY_CROWN_BSK]
[PERMITTED_REACTION:KILNFIRE_CLAY_RING_BSK]
[PERMITTED_REACTION:KILNFIRE_CLAY_EARRING_BSK]
[PERMITTED_REACTION:KILNFIRE_CLAY_BRACELET_BSK]
[PERMITTED_REACTION:GLAZE_CERAMIC_BSK]
That is a shitload of stuff and reactions, so err, I understand if you won't let me put it in during Baffler's turn. Bugtested it, it works fine. Would like it if you could insert the entity permissions into the water trolls once you're ok with it. :)
Incase you missed it, the above also contains clay tablets, which can be used to start up a library. It's also alot easier to make than paper. Literally 1 clay = 1 tablet, no firing needed. Just like the Sumerians used to do it.
-snip-
I was going to do something like this for alchemy using creature items and minerals, etc., so maybe we could collaborate?
We probably should. Here are the plants with magical properties I've got planned so far. None of it's actually made yet, but I have the ideas in mind.
All potions require a "potion base" to start with, made using charcoal and a bucket of lye. potions are a tool by default, to allow better control over who drinks them, but if you want they can be made into regular drinks. All reactions would take place at a special workshop.
------
Shade Fern: The shade fern produces a tuber in the fall, which can be extracted (possibly requiring more than one?) and refined to produce shadow draught: a potion which makes creatures invisible. When its effects wear off, after about two weeks, the user will suffer headaches and a significant loss of coordination for about a week. Found in forests.
Mistapew berry: Blooms in the summer, and can be extracted and refined to giant's drink, in two potencies. Users of the weak brew become noticeably stronger, but show some aggressive tendencies. Users of the strong brew become much stronger, feel less pain, and get better combat skills for a period of one week, but are ill-tempered, unpredictable, and extremely aggressive. Found in tropical regions.
Kamwat leaves: Can be collected in spring and summer, and brewed into a tea that fills the user with a profound sense of calm. Users are essentially comatose for a short time after using it, and may suffer from some longer term sensory impairment. Found in plains.
We probably should. Here are the plants with magical properties I've got planned so far. None of it's actually made yet, but I have the ideas in mind.
All potions require a "potion base" to start with, made using charcoal and a bucket of lye. potions are a tool by default, to allow better control over who drinks them, but if you want they can be made into regular drinks. All reactions would take place at a special workshop.
------
Shade Fern: The shade fern produces a tuber in the fall, which can be extracted (possibly requiring more than one?) and refined to produce shadow draught: a potion which makes creatures invisible. When its effects wear off, after about two weeks, the user will suffer headaches and a significant loss of coordination for about a week. Found in forests.
Mistapew berry: Blooms in the summer, and can be extracted and refined to giant's drink, in two potencies. Users of the weak brew become noticeably stronger, but show some aggressive tendencies. Users of the strong brew become much stronger, feel less pain, and get better combat skills for a period of one week, but are ill-tempered, unpredictable, and extremely aggressive. Found in tropical regions.
Kamwat leaves: Can be collected in spring and summer, and brewed into a tea that fills the user with a profound sense of calm. Users are essentially comatose for a short time after using it, and may suffer from some longer term sensory impairment. Found in plains.
How does the tool base potion thing work, exactly? And the invisibility? (I ask because I've not seen it, so it sounds interesting and intriguing)
Ideas I've had:
No specific creature items yet, as that requires knowing the creatures, but I have some effects, if your curious?
I was considering using fumes as a method for bestowing the effect on groups, at a reduced potency, obviously. Your thoughts?
What about permanent potions, with permanent downsides of some form, and they're more expensive?
Perhaps slathering negative potions on arrows?
The idea was to make them tools that're just called "x potion" then make a boiling stone reaction that consumes the potion. That way people can drink them even if they aren't thirsty and people don't have to do crazy stuff with burrows to get the right person to drink them, just assign them to that workshop with the manager or disable the alchemy labor for everyone else. The invisibility one would work by giving the creature access to an interaction (using (CE_CAN_DO_INTERACTION]) that gives them the hide ability. The usage hint would be blank, which if I remember right makes the creature use it whenever it's available. Just gotta make the cooldown shorter than the duration of the effect and that's that.
A side effect of doing it that way is that people could burrow their entire fort on the workshop tile and give everyone the potion's effect, but given the negative effects of these that probably isn't the smartest plan anyway.
Boiling stones don't actually work all to reliably without DF Hack do to "breathing ticks" (65-75%?) http://www.bay12forums.com/smf/index.php?topic=154562.msg6659549#msg6659549 (http://www.bay12forums.com/smf/index.php?topic=154562.msg6659549#msg6659549).
I actually had a possible solution that's posted in that link, but I can repost it if requested.
I think that his numbers are probably a wee bit off given a comment at the bottom about how often the effect works.
As to this, "The usage hint would be blank, which if I remember right makes the creature use it whenever it's available. Just gotta make the cooldown shorter than the duration of the effect and that's that." What I noticed in arena was that it wasn't used on self as often anymore. If I could make a suggestion? Use two, usage hint "greeting" and usage hint "attack_only(or whatever the actual thing is)." That way they'll be forced to use it in the only 2 situations they'll find themselves in.
Edit: My solution to large groups, which I posted in the thread, is theoretical, but might work.
Found this thread while looking into implementing an alchemy/magic system of some kind.
Now, I'm a novice modder at best, so forgive me if I've misunderstood something, or made incorrect assumptions about something, but I think I have an idea that might work. It's only a theory though.
It seems to me, based on reading this, that the issue with applying a syndrome through inhalation is that due to the breathing tick, the target creature can only inhale a small number of times, as the gas fades before they have another chance to breath it in. Even when generating a large number of boiling stones, the gas still fades away in relatively the same amount of time, correct? And IndigoFenix's work around gives multiple chances for the effect to work, but runs multiple reactions.
My theory, I believe, may work relatively well. If you could extend the amount of time there's gas in the air, it would give the creature more chances to breathe it in and be affected. Containers affect the temperature of their contents, raising or lowering them depending on it's own temperature. What if you had the reaction produce a number of stones and place them in a container with a fixed temperature just over their boiling point? Give each stone a different spec_heat value calibrated so that when the gas of one dissipates, another one boils(would require testing to get the time right). Or better yet, have multiple clones that boil simultaneously so theirs a greater chance of the inhalation happening. This way, the air is full of syndrome-gas for a longer amount of time using one reaction, giving a more reliable(not 100%, unless you do it for a very long time, but close) rate of effectiveness.
There's a mod that covers weapons in adventure mode, if I recall.
Double Edit: The mod escapes me! Nooooooooo... Well... I see 2 possible ways to do it then. Weapons made of a material that melts inside the creature. Or.... momentarily give an interaction to the user that can target a material, and tell it to fire the poison at it..
Or give up.
I was really bored earlier so I just made a stone that is constantly on fire. Its nothing special, but I had 10ish minutes of free time, so here you go.
[INORGANIC:MAGMON_DOL]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:magmon][DISPLAY_COLOR:4:6:1][TILE:177]
[IGNITE_POINT:500]
[MELTING_POINT:50000]
[BOILING_POINT:50000]
[MAT_FIXED_TEMP:49000]
[ENVIRONMENT:IGNEOUS_INTRUSIVE:CLUSTER_SMALL:25]
[ENVIRONMENT:IGNEOUS_EXTRUSIVE:CLUSTER_SMALL:25]
[IS_STONE]
So, what's everyone been working on lately?
Here's my newest creation. It's a fruit that is actually a creature: the ballofruit. Again, probably took way more time that I could have justified making this guy, but glad he works.
[BODY:BALLOFRUIT_BSK]
[BP:STEM:stem:STP][CONTYPE:UPPERBODY][CATEGORY:STEM]
[DEFAULT_RELSIZE:500]
[BP:LEAF:leaf:STP][CON_CAT:STEM][CATEGORY:LEAF]
[DEFAULT_RELSIZE:200]
[BP:AIRSAC:air sac:STP][FLIER][CON_CAT:STEM][CATEGORY:AIRSAC]
[DEFAULT_RELSIZE:500]
[BP:SEED:seed:STP][INTERNAL][SMALL][CONTYPE:UPPERBODY][CATEGORY:SEED]
[DEFAULT_RELSIZE:100]
[TISSUE_TEMPLATE:FRUIT_TEMPLATE_BSK]
[TISSUE_NAME:fruit:fruit]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:FRUIT]
[FUNCTIONAL]
[STRUCTURAL]
[MUSCULAR]
[VASCULAR:3]
[PAIN_RECEPTORS:1]
[RELATIVE_THICKNESS:2]
[CONNECTS]
[THICKENS_ON_ENERGY_STORAGE]
[TISSUE_SHAPE:LAYER]
[TISSUE_TEMPLATE:LEAF_TEMPLATE_BSK]
[TISSUE_NAME:leaf:leaves]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:LEAF]
[SCARS]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_TEMPLATE:WOOD_TEMPLATE_BSK]
[TISSUE_NAME:wood:wood]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:WOOD]
[SCARS]
[SETTABLE]
[SPLINTABLE]
[STRUCTURAL]
[MUSCULAR]
[RELATIVE_THICKNESS:2]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_TEMPLATE:SEED_TEMPLATE_BSK]
[TISSUE_NAME:seed:STP]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:SEED]
[SCARS]
[SETTABLE]
[SPLINTABLE]
[STRUCTURAL]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[PLANT:BALLOFRUIT_PLANT_BSK]
[NAME:ballofruit][NAME_PLURAL:ballofruits][ADJ:ballofruit]
[USE_MATERIAL_TEMPLATE:FRUIT:FRUIT_HARD_TEMPLATE_BSK]
[MATERIAL_VALUE:5]
[EDIBLE_VERMIN]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[BUTCHER_SPECIAL:PLANT:NONE]
[MATERIAL_REACTION_PRODUCT:JUICE_MAT:LOCAL_PLANT_MAT:DRINK]
[BASIC_MAT:LOCAL_PLANT_MAT:FRUIT]
[PICKED_TILE:235]
[PICKED_COLOR:5:0:0]
[USE_MATERIAL_TEMPLATE:DRINK:LIQUID_TEMPLATE_BSK]
[STATE_NAME_ADJ:ALL_SOLID:frozen ballofruit juice]
[STATE_NAME_ADJ:LIQUID:ballofruit juice]
[STATE_NAME_ADJ:GAS:boiling ballofruit juice]
[STATE_COLOR:ALL:PLUM]
[MATERIAL_VALUE:5]
[DISPLAY_COLOR:5:0:0]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[PREFIX:NONE]
[DRINK:LOCAL_PLANT_MAT:DRINK]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE_BSK]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[BUTCHER_SPECIAL:SEEDS:NONE]
[SEED:ballofruit seed:ballofruit seeds:5:0:0:LOCAL_PLANT_MAT:SEED]
[USE_MATERIAL_TEMPLATE:LEAF:LEAF_TEMPLATE_BSK]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[BUTCHER_SPECIAL:PLANT:NONE]
[WET][DRY][VALUE:5]
[PLANT:TREE_BALLOFRUIT_BSK]
[NAME:ballofruit tree][NAME_PLURAL:ballofruit trees][ADJ:ballofruit tree]
[USE_MATERIAL_TEMPLATE:WOOD:WOOD_MEDIUM_TEMPLATE_BSK]
[BASIC_MAT:LOCAL_PLANT_MAT:WOOD]
[PREFSTRING:exotic fruits]
[PREFSTRING:everpresence]
[DRY][WET]
[BIOME:ANY_LAND]
[FREQUENCY:10]
[TREE:LOCAL_PLANT_MAT:WOOD]
[STANDARD_TILE_NAMES]
[MAX_TRUNK_HEIGHT:8]
[MAX_TRUNK_DIAMETER:1]
[TRUNK_PERIOD:10]
[TRUNK_WIDTH_PERIOD:100]
[BRANCH_DENSITY:20]
[BRANCH_RADIUS:1]
[HEAVY_BRANCH_DENSITY:5]
[HEAVY_BRANCH_RADIUS:2]
[TRUNK_BRANCHING:5]
[ROOT_DENSITY:5]
[ROOT_RADIUS:2]
[TWIGS_SIDE_BRANCHES:0]
[TWIGS_ABOVE_BRANCHES:0]
[TWIGS_BELOW_BRANCHES:1]
[TREE_COLOR:2:0:0]
[SEED:ballofruit seed:ballofruit seeds:5:0:0:PLANT_MAT:BALLOFRUIT_PLANT_BSK:SEED]
[GROWTH:LEAF]
[GROWTH_NAME:ballofruit leaf:ballofruit leaves]
[GROWTH_ITEM:PLANT_GROWTH:NONE:PLANT_MAT:BALLOFRUIT_PLANT_BSK:SEED]
[GROWTH_HOST_TILE:BRANCHES_AND_TWIGS]
[GROWTH_DENSITY:500]
[GROWTH_PRINT:0:6:1:0:1:0:100800:2]
[GROWTH_PRINT:0:6:1:0:0:100801:201600:2]
[GROWTH_PRINT:0:6:0:0:1:201601:302400:2]
[GROWTH_PRINT:0:6:7:0:0:302401:403200:2]
[GROWTH:FRUIT]
[GROWTH_NAME:ballofruit:ballofruit]
[GROWTH_ITEM:PLANT_GROWTH:NONE:PLANT_MAT:BALLOFRUIT_PLANT_BSK:FRUIT]
[GROWTH_HOST_TILE:TWIGS]
[GROWTH_DENSITY:500]
[GROWTH_PRINT:235:235:5:0:0:0:302400:1]
[GROWTH_DROPS_OFF]
[GROWTH_HAS_SEED]
[CREATURE:BALLOFRUIT_CREATURE_BSK]
[NAME:ballofruit:ballofruits:ballofruit]
[DESCRIPTION:These large fruits can often be seen floating through the autumn skies. Ballofruits travel long distances from their parent tree in order to germinate in faraway lands. They are a leading cause of concussions throughout the world, and many a brave adventurer has fallen to the surprising stealth of a five kilo ballofruit dropping from the sky. (Size 35000)]
[CASTE_NAME:ballofruit:ballofruits:ballofruit]
[CREATURE_TILE:235]
[COLOR:5:0:0]
[PREFSTRING:exotic taste]
[PREFSTRING:epic migrations]
[PREFSTRING:aerial voyages]
[CREATURE_CLASS:WORLDLY]
[LARGE_ROAMING]
[BIOME:ANY_LAND]
[POPULATION_NUMBER:30:100]
[CLUSTER_NUMBER:3:10]
[BENIGN][MEANDERER][NATURAL][AT_PEACE_WITH_WILDLIFE]
[NOBREATHE][NOEMOTION][NOEXERT][NOFEAR][NONAUSEA][NOPAIN][NOSTUN][NOT_LIVING][NOTHOUGHT][NO_THOUGHT_CENTER_FOR_MOVEMENT]
[CANNOT_CLIMB][CANNOT_JUMP]
[NO_WINTER][NO_AUTUMN][NO_SPRING]
[FLIER]
[ALL_ACTIVE]
[SWIMS_INNATE]
[BODY:BODY_SIMPLE_BSK:BALLOFRUIT_BSK]
[BLOOD:PLANT_MAT:BALLOFRUIT_PLANT_BSK:DRINK:LIQUID]
[USE_MATERIAL_TEMPLATE:GAS:GAS_TEMPLATE_BSK]
[STATE_COLOR:ALL:LILAC]
[DISPLAY_COLOR:5:0:1]
[USE_MATERIAL_TEMPLATE:LEATHER:LEATHER_TEMPLATE_URD]
[STATE_NAME:ALL_SOLID:plant leather]
[STATE_ADJ:ALL_SOLID:plant leather]
[STATE_NAME:LIQUID:liquefied plant leather]
[STATE_ADJ:LIQUID:liquefied plant leather]
[STATE_NAME:GAS:plant leather ashes]
[STATE_ADJ:GAS:plant leather ash]
[BUTCHER_SPECIAL:SKIN_TANNED:NONE]
[TISSUE:LEATHER]
[TISSUE_NAME:plant leather:plant leather]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:LEATHER]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE:GAS]
[TISSUE_NAME:gas:gases]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS]
[FUNCTIONAL]
[FLIGHT]
[RELATIVE_THICKNESS:2]
[TISSUE_SHAPE:LAYER]
[TISSUE_MAT_STATE:GAS]
[TISSUE_LEAKS]
[USE_TISSUE_TEMPLATE:FRUIT:FRUIT_TEMPLATE_BSK]
[TISSUE_MATERIAL:PLANT_MAT:BALLOFRUIT_PLANT_BSK:FRUIT]
[USE_TISSUE_TEMPLATE:LEAF:LEAF_TEMPLATE_BSK]
[TISSUE_MATERIAL:PLANT_MAT:BALLOFRUIT_PLANT_BSK:LEAF]
[USE_TISSUE_TEMPLATE:WOOD:WOOD_TEMPLATE_BSK]
[TISSUE_NAME:stem:STP]
[TISSUE_MATERIAL:PLANT_MAT:BALLOFRUIT_PLANT_BSK:FRUIT]
[USE_TISSUE_TEMPLATE:SEED:SEED_TEMPLATE_BSK]
[TISSUE_MATERIAL:PLANT_MAT:BALLOFRUIT_PLANT_BSK:SEED]
[TISSUE_LAYER:BY_CATEGORY:BODY:FRUIT]
[TISSUE_LAYER:BY_CATEGORY:SEED:SEED]
[TISSUE_LAYER:BY_CATEGORY:AIRSAC:LEATHER]
[TISSUE_LAYER:BY_CATEGORY:LEAF:LEAF]
[TISSUE_LAYER:BY_CATEGORY:STEM:WOOD]
[TISSUE_LAYER_UNDER:BY_CATEGORY:AIRSAC:GAS]
[BODY_SIZE:0:0:35000]
[MAXAGE:3:3]
[ODOR_STRING:a fruity smell]
[SMELL_TRIGGER:10000]
[ATTACK:COLLIDE:BODYPART:BY_CATEGORY:BODY]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:collide into:collides into]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:4:4]
[ATTACK_FLAG_BAD_MULTIATTACK]
[ATTACK_PRIORITY:MAIN]
[APPLY_CREATURE_VARIATION:STANDARD_FLYING_GAITS:3512:2634:1756:878:4900:6900] 15 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:9000:8900:8825:8775:9500:9900] 1 kph
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:8390:8204:8040:4388:8989:9567] 2 kph
[CASTE:MALE]
[MALE]
[CASTE:FEMALE]
[FEMALE]
...and lastly, I've made a reaction that distills juice from plants. It's basically the non-alcoholic equivalent of brewing, and can be found at the still. To allow your plants or fruits to be juiced, you just have to use JUICE_MAT, the same way you would usually use DRINK_MAT.
[REACTION:PLANT_JUICE_BSK]
[NAME:distill plant juice]
[BUILDING:STILL:CUSTOM_P]
[REAGENT:plant:1:PLANT:NONE:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:JUICE_MAT]
[UNROTTEN]
[REAGENT:empty container:1:TOOL:NONE:NONE:NONE]
[EMPTY]
[DOES_NOT_ABSORB]
[PRESERVE_REAGENT]
[HAS_TOOL_USE:FOOD_STORAGE]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:1:SEEDS:NONE:GET_MATERIAL_FROM_REAGENT:plant:SEED_MAT]
[PRODUCT:100:3:LIQUID_MISC:NONE:GET_MATERIAL_FROM_REAGENT:plant:JUICE_MAT]
[PRODUCT_DIMENSION:150]
[PRODUCT_TO_CONTAINER:empty container]
[SKILL:BREWING]
[REACTION:FRUIT_JUICE_BSK]
[NAME:distill fruit juice]
[BUILDING:STILL:CUSTOM_F]
[REAGENT:fruit:1:PLANT_GROWTH:NONE:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:JUICE_MAT]
[UNROTTEN]
[REAGENT:empty container:1:TOOL:NONE:NONE:NONE]
[EMPTY]
[DOES_NOT_ABSORB]
[PRESERVE_REAGENT]
[HAS_TOOL_USE:FOOD_STORAGE]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:1:SEEDS:NONE:GET_MATERIAL_FROM_REAGENT:fruit:SEED_MAT]
[PRODUCT:100:3:LIQUID_MISC:NONE:GET_MATERIAL_FROM_REAGENT:fruit:JUICE_MAT]
[PRODUCT_DIMENSION:150]
[PRODUCT_TO_CONTAINER:empty container]
[SKILL:BREWING]
Also, could someone add mossgrub juice to my mossgrub? Just add [MATERIAL_REACTION_PRODUCT:JUICE_MAT:LOCAL_PLANT_MAT:DRINK] under the STRUCTURAL definition, and dump this somewhere in the plant:
[USE_MATERIAL_TEMPLATE:DRINK:LIQUID_TEMPLATE_BSK]
[STATE_NAME_ADJ:ALL_SOLID:frozen mossgrub juice]
[STATE_NAME_ADJ:LIQUID:mossgrub juice]
[STATE_NAME_ADJ:GAS:boiling mossgrub juice]
[STATE_COLOR:ALL:MOSS_GREEN]
[MATERIAL_VALUE:3]
[DISPLAY_COLOR:2:0:0]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[PREFIX:NONE]
[DRINK:LOCAL_PLANT_MAT:DRINK]