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Dwarf Fortress => DF Modding => Topic started by: Paramatter on April 01, 2012, 12:27:01 am

Title: Paramatter's modding projects
Post by: Paramatter on April 01, 2012, 12:27:01 am
I've been thinking about making a mod that adds in a new playable race of subterranean elves.  To make them more distinct from dwarves, I'm thinking that they should have very limited knowledge of conventional metalworking, instead having unique reactions to produce materials of metal-like quality from farmed plants, extracts, and butchering products probably from all-new creatures.  They also might be mechanically limited, but I'm not quite as certain in regards to that.

Unfortunately, at the moment I don't really understand the raws well enough to do much, especially when it comes to defining materials and reactions, but I'll get to that later.  So far all I have is a creature entry for the prospective deep elves that isn't even really complete.  In particular when it comes to creature tokens I'm confused by the numbers of BODY_SIZE which I only understand in very abstract terms, and APPEARANCE_MODIFIER, which I only understand insofar as the the middle number is more common (unless I understand that wrong) without having any idea what it is those numbers represent.
Title: Paramatter's modding projects
Post by: Paramatter on April 06, 2012, 09:32:20 pm
Well, since that idea was apparently the exact opposite of interesting to the people of this board, I've gone ahead and done some work on one of my other ideas:  Diversifying goblin castes.

Code: [Select]
[CREATURE:GOBLIN]
[DESCRIPTION:A member of a varied group of humanoid creatures prone to severe personality problems.]
[NAME:goblin:goblins:goblin]
[CREATURE_TILE:'g'][COLOR:7:0:0]
[GLOWTILE:'"'][GLOWCOLOR:4:0:1]
[EVIL]
[INTELLIGENT][LIKES_FIGHTING]
[CANOPENDOORS]
[BONECARN][NO_DRINK][NO_EAT]
[PREFSTRING:terrifying features]
[NOCTURNAL]
[CASTE:FEMALE_GOBLIN]
[CASTE_NAME:goblin:goblins:goblin]
[CASTE_TILE:'G']
[FEMALE]
[MULTIPLE_LITTER_RARE]
[PERSONALITY:ANGER:25:75:100]
[PERSONALITY:IMMODERATION:50:75:100]
[PERSONALITY:EXCITEMENT_SEEKING:0:60:100]
[PERSONALITY:CHEERFULNESS:0:40:90]
[PERSONALITY:ALTRUISM:0:25:50]
[PERSONALITY:MODESTY:0:40:90]
[PERSONALITY:SYMPATHY:0:25:50]
[BODY_SIZE:0:0:3500]
[BODY_SIZE:1:168:17500]
[BODY_SIZE:12:0:70000]
[PHYS_ATT_RANGE:STRENGTH:450:950:1150:1250:1350:1550:2250]               +
[PHYS_ATT_RANGE:ENDURANCE:700:1200:1400:1500:1600:1800:2500]             ++
[PHYS_ATT_RANGE:RECUPERATION:450:950:1150:1250:1350:1550:2250]           +
[PHYS_ATT_RANGE:DISEASE_RESISTANCE:450:950:1150:1250:1350:1550:2250]     +
[MENT_ATT_RANGE:WILLPOWER:700:1200:1400:1500:1600:1800:2500]             ++
[MENT_ATT_RANGE:CREATIVITY:0:400:600:750:800:900:1100]                   --
[MENT_ATT_RANGE:INTUITION:0:400:600:750:800:900:1100]                    --
[MENT_ATT_RANGE:MEMORY:5000:5000:5000:5000:5000:5000:5000]               max
[MENT_ATT_RANGE:EMPATHY:0:400:600:750:800:900:1100]                      --
[MENT_ATT_RANGE:SOCIAL_AWARENESS:700:1200:1400:1500:1600:1800:2500]      ++
[POP_RATIO:40]
[CASTE:MALE_GOBLIN]
[CASTE_NAME:goblin:goblins:goblin]
[CASTE_TILE:'G']
[MALE]
[PERSONALITY:ANGER:25:75:100]
[PERSONALITY:IMMODERATION:50:75:100]
[PERSONALITY:EXCITEMENT_SEEKING:0:60:100]
[PERSONALITY:CHEERFULNESS:0:40:90]
[PERSONALITY:ALTRUISM:0:25:50]
[PERSONALITY:MODESTY:0:40:90]
[PERSONALITY:SYMPATHY:0:25:50]
[BODY_SIZE:0:0:3500]
[BODY_SIZE:1:168:17500]
[BODY_SIZE:12:0:70000]
[PHYS_ATT_RANGE:STRENGTH:450:950:1150:1250:1350:1550:2250]               +
[PHYS_ATT_RANGE:ENDURANCE:700:1200:1400:1500:1600:1800:2500]             ++
[PHYS_ATT_RANGE:RECUPERATION:450:950:1150:1250:1350:1550:2250]           +
[PHYS_ATT_RANGE:DISEASE_RESISTANCE:450:950:1150:1250:1350:1550:2250]     +
[MENT_ATT_RANGE:WILLPOWER:700:1200:1400:1500:1600:1800:2500]             ++
[MENT_ATT_RANGE:CREATIVITY:0:400:600:750:800:900:1100]                   --
[MENT_ATT_RANGE:INTUITION:0:400:600:750:800:900:1100]                    --
[MENT_ATT_RANGE:MEMORY:5000:5000:5000:5000:5000:5000:5000]               max
[MENT_ATT_RANGE:EMPATHY:0:400:600:750:800:900:1100]                      --
[MENT_ATT_RANGE:SOCIAL_AWARENESS:700:1200:1400:1500:1600:1800:2500]      ++
[POP_RATIO:40]
[CASTE:FEMALE_HOBGOBLIN]
[CASTE_NAME:hobgoblin:hobgoblins:hobgoblin]
[CASTE_TILE:'g']
[FEMALE]
[MULTIPLE_LITTER_RARE]
[TRAPAVOID]
[PERSONALITY:ANXIETY:25:65:100]
[PERSONALITY:DEPRESSION:10:60:100]
[PERSONALITY:IMMODERATION:10:70:100]
[PERSONALITY:VULNERABILITY:15:60:100]
[PERSONALITY:ASSERTIVENESS:0:40:100]
[PERSONALITY:ACTIVITY_LEVEL:10:60:100]
[PERSONALITY:IMAGINATION:0:75:100]
[PERSONALITY:INTELLECTUAL_CURIOSITY:50:65:100]
[PERSONALITY:TRUST:0:25:75]
[PERSONALITY:ALTRUISM:0:30:75]
[PERSONALITY:MODESTY:0:40:90]
[PERSONALITY:SYMPATHY:0:30:65]
[PERSONALITY:SELF_EFFICACY:0:30:90]
[BODY_SIZE:0:0:3000]
[BODY_SIZE:1:168:13000]
[BODY_SIZE:12:0:55000]
[PHYS_ATT_RANGE:AGILITY:700:1200:1400:1500:1600:1800:2500]
[PHYS_ATT_RANGE:TOUGHNESS:150:600:800:900:1000:1100:1500]
[PHYS_ATT_RANGE:RECUPERATION:450:950:1150:1250:1350:1550:2250]
[PHYS_ATT_RANGE:DISEASE_RESISTANCE:450:950:1150:1250:1350:1550:2250]
[MENT_ATT_RANGE:ANALYTICAL_ABILITY:450:950:1150:1250:1350:1550:2250]
[MENT_ATT_RANGE:FOCUS:450:950:1150:1250:1350:1550:2250]
[MENT_ATT_RANGE:CREATIVITY:450:950:1150:1250:1350:1550:2250]
[MENT_ATT_RANGE:PATIENCE:0:400:600:750:800:900:1100]
[MENT_ATT_RANGE:MEMORY:5000:5000:5000:5000:5000:5000:5000]
[MENT_ATT_RANGE:SPATIAL_SENSE:700:1200:1400:1500:1600:1800:2500]
[MENT_ATT_RANGE:KINESTHETIC_SENSE:450:950:1150:1250:1350:1550:2250]
[MENT_ATT_RANGE:SOCIAL_AWARENESS:700:1200:1400:1500:1600:1800:2500]
[POP_RATIO:60]
[CASTE:MALE_HOBGOBLIN]
[CASTE_NAME:hobgoblin:hobgoblins:hobgoblin]
[CASTE_TILE:'g']
[MALE]
[TRAPAVOID]
[PERSONALITY:ANXIETY:25:65:100]
[PERSONALITY:DEPRESSION:10:60:100]
[PERSONALITY:IMMODERATION:10:70:100]
[PERSONALITY:VULNERABILITY:15:60:100]
[PERSONALITY:ASSERTIVENESS:0:40:100]
[PERSONALITY:ACTIVITY_LEVEL:10:60:100]
[PERSONALITY:IMAGINATION:0:75:100]
[PERSONALITY:INTELLECTUAL_CURIOSITY:50:65:100]
[PERSONALITY:TRUST:0:25:75]
[PERSONALITY:ALTRUISM:0:30:75]
[PERSONALITY:MODESTY:0:40:90]
[PERSONALITY:SYMPATHY:0:30:65]
[PERSONALITY:SELF_EFFICACY:0:30:90]
[BODY_SIZE:0:0:3000]
[BODY_SIZE:1:168:13000]
[BODY_SIZE:12:0:55000]
[PHYS_ATT_RANGE:AGILITY:700:1200:1400:1500:1600:1800:2500] 
[PHYS_ATT_RANGE:TOUGHNESS:150:600:800:900:1000:1100:1500]
[PHYS_ATT_RANGE:RECUPERATION:450:950:1150:1250:1350:1550:2250]           
[PHYS_ATT_RANGE:DISEASE_RESISTANCE:450:950:1150:1250:1350:1550:2250]     
[MENT_ATT_RANGE:ANALYTICAL_ABILITY:450:950:1150:1250:1350:1550:2250]     
[MENT_ATT_RANGE:FOCUS:450:950:1150:1250:1350:1550:2250]             
[MENT_ATT_RANGE:CREATIVITY:450:950:1150:1250:1350:1550:2250]             
[MENT_ATT_RANGE:PATIENCE:0:400:600:750:800:900:1100]                     
[MENT_ATT_RANGE:MEMORY:5000:5000:5000:5000:5000:5000:5000]               
[MENT_ATT_RANGE:SPATIAL_SENSE:700:1200:1400:1500:1600:1800:2500]
[MENT_ATT_RANGE:KINESTHETIC_SENSE:450:950:1150:1250:1350:1550:2250]     
[MENT_ATT_RANGE:SOCIAL_AWARENESS:700:1200:1400:1500:1600:1800:2500]     
[POP_RATIO:60]
[CASTE:BUGBEAR]
[CASTE_NAME:bugbear:bugbears:bugbear]
[CASTE_TILE:'B']
[MALE]
[PERSONALITY:ANGER:25:75:100]
[PERSONALITY:FRIENDLINESS:0:25:60]
[PERSONALITY:IMMODERATION:50:75:100]
[PERSONALITY:GREGARIOUSNESS:0:30:75]
[PERSONALITY:EXCITEMENT_SEEKING:0:75:100]
[PERSONALITY:CHEERFULNESS:0:40:75]
[PERSONALITY:EMOTIONALITY:0:25:65]
[PERSONALITY:TRUST:0:25:75]
[PERSONALITY:ALTRUISM:0:25:50]
[PERSONALITY:SYMPATHY:0:25:50]
[PERSONALITY:CAUTIOUSNESS:0:30:75]
[BODY_SIZE:0:0:3500]
[BODY_SIZE:1:168:17500]
[BODY_SIZE:12:0:70000]
[PHYS_ATT_RANGE:STRENGTH:1250:1500:1750:2000:2500:3000:5000] 
[PHYS_ATT_RANGE:TOUGHNESS:450:950:1150:1250:1350:1550:2250]
[PHYS_ATT_RANGE:ENDURANCE:700:1200:1400:1500:1600:1800:2500]             
[PHYS_ATT_RANGE:DISEASE_RESISTANCE:450:950:1150:1250:1350:1550:2250]     
[MENT_ATT_RANGE:ANALYTICAL_ABILITY:150:600:800:900:1000:1100:1500]       
[MENT_ATT_RANGE:WILLPOWER:450:950:1150:1250:1350:1550:2250]             
[MENT_ATT_RANGE:CREATIVITY:0:400:600:750:800:900:1100]                   
[MENT_ATT_RANGE:INTUITION:0:400:600:750:800:900:1100]                   
[MENT_ATT_RANGE:MEMORY:5000:5000:5000:5000:5000:5000:5000]               
[MENT_ATT_RANGE:LINGUISTIC_ABILITY:0:400:600:750:800:900:1100]
[MENT_ATT_RANGE:EMPATHY:150:600:800:900:1000:1100:1500]                 
[MENT_ATT_RANGE:SOCIAL_AWARENESS:0:100:200:300:400:450:500]     
[POP_RATIO:10]
[CASTE:RUSALKA]
[CASTE_NAME:rusalka:rusalki:rusalka]
[CASTE_TILE:'R']
[FEMALE]
[MULTIPLE_LITTER_RARE]
[PERSONALITY:ANGER:25:75:100]
[PERSONALITY:IMMODERATION:0:65:100]
[PERSONALITY:ASSERTIVENESS:50:75:100]
[PERSONALITY:EXCITEMENT_SEEKING:0:60:100]
[PERSONALITY:CHEERFULNESS:0:40:90]
[PERSONALITY:STRAIGHTFORWARDNESS:0:30:100]
[PERSONALITY:ALTRUISM:0:25:50]
[PERSONALITY:MODESTY:0:30:80]
[PERSONALITY:SYMPATHY:0:30:65]
[PERSONALITY:ACHIEVEMENT_STRIVING:25:75:100]
[BODY_SIZE:0:0:4000]
[BODY_SIZE:1:168:17500]
[BODY_SIZE:12:0:85000]
[PHYS_ATT_RANGE:STRENGTH:1250:1500:1750:2000:2500:3000:5000]
[PHYS_ATT_RANGE:AGILITY:150:600:800:900:1000:1100:1500]   
[PHYS_ATT_RANGE:TOUGHNESS:450:950:1150:1250:1350:1550:2250]
[PHYS_ATT_RANGE:ENDURANCE:450:950:1150:1250:1350:1550:2250]           
[PHYS_ATT_RANGE:DISEASE_RESISTANCE:450:950:1150:1250:1350:1550:2250]     
[MENT_ATT_RANGE:FOCUS:450:950:1150:1250:1350:1550:2250]     
[MENT_ATT_RANGE:WILLPOWER:450:950:1150:1250:1350:1550:2250]             
[MENT_ATT_RANGE:INTUITION:450:950:1150:1250:1350:1550:2250]             
[MENT_ATT_RANGE:MEMORY:5000:5000:5000:5000:5000:5000:5000]               
[MENT_ATT_RANGE:KINESTHETIC_SENSE:450:950:1150:1250:1350:1550:2250]     
[MENT_ATT_RANGE:EMPATHY:700:1200:1400:1500:1600:1800:2500]
[MENT_ATT_RANGE:SOCIAL_AWARENESS:700:1200:1400:1500:1600:1800:2500]     
[POP_RATIO:5]
[SELECT_CASTE:FEMALE_GOBLIN]
[SELECT_ADDITIONAL_CASTE:MALE_GOBLIN]
[SELECT_ADDITIONAL_CASTE:FEMALE_HOBGOBLIN]
[SELECT_ADDITIONAL_CASTE:MALE_HOBGOBLIN]
[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:TONGUE:FACIAL_FEATURES:TEETH:RIBCAGE]
[SELECT_CASTE:BUGBEAR]
[BODY:HUMANOID_4ARMS:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:TONGUE:EYELIDS:RIBCAGE]
[SELECT_CASTE:RUSALKA]
[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:TONGUE:FACIAL_FEATURES:TEETH:RIBCAGE:2HEAD_HORN:2TUSKS]
[SELECT_CASTE:ALL]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:HEAD_HAIR_TISSUE_LAYERS]
[USE_TISSUE_TEMPLATE:EYEBROW:EYEBROW_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:HEAD:EYEBROW:ABOVE:BY_CATEGORY:EYE]
[USE_TISSUE_TEMPLATE:EYELASH:EYELASH_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:EYELID:EYELASH:FRONT]
[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:FINGER:NAIL:FRONT]
[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[STATE_COLOR:ALL:AQUA]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[BABY:1]
[CHILD:12]
[EQUIPS]
[HOMEOTHERM:10067]
[SWIMS_LEARNED][SWIM_SPEED:2500]
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:punch:punches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:FINGER:NAIL]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:scratch:scratches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[SELECT_CASTE:FEMALE_GOBLIN]
[SELECT_ADDITIONAL_CASTE:MALE_GOBLIN]
[SELECT_ADDITIONAL_CASTE:FEMALE_HOBGOBLIN]
[SELECT_ADDITIONAL_CASTE:MALE_HOBGOBLIN]
[SELECT_ADDITIONAL_CASTE:RUSALKA]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_CANLATCH]
[SELECT_CASTE:BUGBEAR]
[ATTACK:BITE:BODYPART:BY_CATEGORY:MOUTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_CANLATCH]
[SELECT_CASTE:RUSALKA]
[USE_MATERIAL_TEMPLATE:HORN:HORN_TEMPLATE]
[USE_MATERIAL_TEMPLATE:IVORY:TOOTH_TEMPLATE]
[STATE_NAME:ALL_SOLID:ivory]
[STATE_ADJ:ALL_SOLID:ivory]
[USE_TISSUE_TEMPLATE:HORN:HORN_TEMPLATE]
[USE_TISSUE_TEMPLATE:IVORY:IVORY_TEMPLATE]
[ATTACK:TGORE:BODYPART:BY_CATEGORY:TUSK]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:gore:gores]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_WITH]
[ATTACK:HGORE:BODYPART:BY_CATEGORY:HORN]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:gore:gores]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[SELECT_CASTE:ALL]
[BODY_APPEARANCE_MODIFIER:HEIGHT:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
[BODY_APPEARANCE_MODIFIER:BROADNESS:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
[SET_BP_GROUP:BY_CATEGORY:EYE]
[BP_APPEARANCE_MODIFIER:CLOSE_SET:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:DEEP_SET:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:ROUND_VS_NARROW:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[SET_BP_GROUP:BY_CATEGORY:LIP]
[BP_APPEARANCE_MODIFIER:THICKNESS:50:70:90:100:110:130:200]
[APP_MOD_NOUN:lips:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:150:190]
[SET_BP_GROUP:BY_CATEGORY:NOSE]
[BP_APPEARANCE_MODIFIER:BROADNESS:25:70:90:100:110:130:200]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[BP_APPEARANCE_MODIFIER:LENGTH:25:70:90:100:110:130:200]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[BP_APPEARANCE_MODIFIER:UPTURNED:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:CONVEX:0:70:90:100:110:130:200]
[APP_MOD_NOUN:nose bridge:SINGULAR]
[SET_BP_GROUP:BY_CATEGORY:EAR]
[BP_APPEARANCE_MODIFIER:SPLAYED_OUT:0:70:90:100:110:130:200]
[APP_MOD_NOUN:ears:PLURAL]
[BP_APPEARANCE_MODIFIER:HANGING_LOBES:0:70:90:100:110:130:200]
[APP_MOD_NOUN:ears:PLURAL]
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_NOUN:ears:PLURAL]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_NOUN:ears:PLURAL]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[SET_BP_GROUP:BY_CATEGORY:TOOTH]
[BP_APPEARANCE_MODIFIER:GAPS:0:70:90:100:110:130:200]
[APP_MOD_NOUN:teeth:PLURAL]
[BP_APPEARANCE_MODIFIER:LENGTH:100:100:100:100:100:100:100] for vampires
[APP_MOD_IMPORTANCE:1000]
[APP_MOD_NOUN:teeth:PLURAL]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[SET_BP_GROUP:BY_CATEGORY:SKULL]
[BP_APPEARANCE_MODIFIER:HIGH_CHEEKBONES:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:BROAD_CHIN:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:JUTTING_CHIN:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:SQUARE_CHIN:0:70:90:100:110:130:200]
[SET_BP_GROUP:BY_CATEGORY:THROAT]
[BP_APPEARANCE_MODIFIER:DEEP_VOICE:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:RASPY_VOICE:0:70:90:100:110:130:200]
[SET_BP_GROUP:BY_CATEGORY:HEAD]
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[SELECT_CASTE:FEMALE_GOBLIN]
[SELECT_ADDITIONAL_CASTE:MALE_GOBLIN]
[SELECT_ADDITIONAL_CASTE:FEMALE_HOBGOBLIN]
[SELECT_ADDITIONAL_CASTE:MALE_HOBGOBLIN]
[SELECT_ADDITIONAL_CASTE:RUSALKA]
[MANNERISM_FINGERS:finger:fingers]
[MANNERISM_NOSE:nose]
[MANNERISM_EAR:ear]
[MANNERISM_HEAD:head]
[MANNERISM_EYES:eyes]
[MANNERISM_MOUTH:mouth]
[MANNERISM_HAIR:hair]
[MANNERISM_KNUCKLES:knuckles]
[MANNERISM_LIPS:lips]
[MANNERISM_CHEEK:cheek]
[MANNERISM_NAILS:nails]
[MANNERISM_FEET:feet]
[MANNERISM_ARMS:arms]
[MANNERISM_HANDS:hands]
[MANNERISM_TONGUE:tongue]
[MANNERISM_LEG:leg]
[MANNERISM_LAUGH]
[MANNERISM_SMILE]
[MANNERISM_WALK]
[MANNERISM_SIT]
[MANNERISM_BREATH]
[MANNERISM_POSTURE]
[MANNERISM_STRETCH]
[MANNERISM_EYELIDS]
[SELECT_CASTE:BUGBEAR]
[MANNERISM_FINGERS:finger:fingers]
[MANNERISM_NOSE:nose]
[MANNERISM_EAR:ear]
[MANNERISM_HEAD:head]
[MANNERISM_EYES:eyes]
[MANNERISM_MOUTH:mouth]
[MANNERISM_HAIR:hair]
[MANNERISM_KNUCKLES:knuckles]
[MANNERISM_NAILS:nails]
[MANNERISM_FEET:feet]
[MANNERISM_ARMS:arms]
[MANNERISM_HANDS:hands]
[MANNERISM_TONGUE:tongue]
[MANNERISM_LEG:leg]
[MANNERISM_LAUGH]
[MANNERISM_WALK]
[MANNERISM_SIT]
[MANNERISM_BREATH]
[MANNERISM_POSTURE]
[MANNERISM_STRETCH]
[MANNERISM_EYELIDS]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYELASH]
[TL_COLOR_MODIFIER:AMETHYST:1:CARMINE:1:CRIMSON:1:DARK_SCARLET:1:DARK_VIOLET:1:FUCHSIA:1:HELIOTROPE:1:INDIGO:1:LAVENDER:1:LAVENDER_BLUSH:1:LILAC:1:MAROON:1:PLUM:1:PUCE:1:PURPLE:1:SCARLET:1:VERMILION:1:VIOLET:1]
[TLCM_NOUN:hair:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:80:90:100:110:120:150]
[APP_MOD_NOUN:eyebrows:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]
[SET_TL_GROUP:BY_CATEGORY:HEAD:EYELASH]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:80:90:100:110:120:150]
[APP_MOD_NOUN:eyelashes:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:0:0:0:0:0:0:0]
[APP_MOD_RATE:1:DAILY:0:1000:0:0:NO_END]
[APP_MOD_NOUN:hair:SINGULAR]
[APP_MOD_DESC_RANGE:10:25:75:125:200:300]
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER:ASH_GRAY:1:DARK_GREEN:1:DARK_OLIVE:1:EMERALD:1:FERN_GREEN:1:GRAY:1:GREEN:1:JADE:1:LIME:1:MINT_GREEN:1:MOSS_GREEN:1:OLIVE:1:PINE_GREEN:1:SEA_GREEN:1:SLATE_GRAY:1:SPRING_GREEN:1]
[TLCM_NOUN:skin:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:PUPIL_EYE_RED:1]
[TLCM_NOUN:eyes:PLURAL]

I'm not entirely satisfied with what I have now, since bugbears lack joints and I don't really understand appearance modifiers enough to do what I'd like with them, and I haven't really tested them extensively beyond just seeing if I've horribly broken anything or not in the object test arena so they might be rather unbalanced, but I think they're in a mostly functional state at the moment.  Also for some reason only the +/-/max comments from the base goblin ATT_RANGEs made it into the forum post correctly.   :-\
Title: Re: Mod concept: Deep elves
Post by: Baijiu on April 06, 2012, 09:43:33 pm
I like the deep elves idea, but can't help you with the concept as I don't know how to mod DF at all. You should do something cool, like when a deep elf dies they explode in a cloud of dust that causes mushrooms or their weird metal plants to grow around their body.
Title: Re: Mod concept: Deep elves
Post by: Paramatter on April 06, 2012, 10:01:30 pm
I like the deep elves idea, but can't help you with the concept as I don't know how to mod DF at all. You should do something cool, like when a deep elf dies they explode in a cloud of dust that causes mushrooms or their weird metal plants to grow around their body.
I'm not sure it's possible to have a creature cause plants to grow in DF (aside from farming, anyway).  I think the closest thing is being able to drop seeds on death.  But I still know next to nothing about reactions and interactions, myself...
Title: Re: Paramatter's modding projects
Post by: Paramatter on April 09, 2012, 10:49:46 pm
Bump with a bit of content:  Barrow gnomes, which are more or less in the spirit of halfling rogues and were developed in order to fill the thief position for when playing a kobold fort/camp.  Feedback (on this and other things in this topic) would be appreciated.


Spoiler: entity_barrowgnome.txt (click to show/hide)
Title: Re: Paramatter's modding projects
Post by: Paramatter on April 11, 2012, 09:57:17 pm
To elaborate more on the deep elves idea...

The central element in their "metal" industry would be either a kind of giant snail or crustacean, the shell of which could be fused in a custom workshop with various substances in order to turn it from a shell into various new types of metals, ranging anywhere from something as basic as an equivalent to a vanilla metal possibly made by fusing the shell with the ore, to more exotic metals with traits such as natural high or low temperatures, or extraordinarily density probably made by infusing the shell with products of lengthy reaction chains involving plant extracts and the like.

They might also be able to produce substances with syndromes capable of significantly enhancing themselves and other creatures given the focus on transmutation I have in mind.

The trouble is that I'm really not sure how best to balance all this...  And I don't have any really clear ideas on what they should be able to do with candy when they find it, since I don't quite think they should make use of it in the same fashion as dwarves, yet every playable race that can dig should have a good reason to want to mine that stuff out...
Title: Re: Paramatter's modding projects
Post by: Blakmane on April 11, 2012, 10:26:38 pm
The forum is certainly interested in these things, but there has been such an explosion of DF modding recently that there just isn't enough time for people to comment on every thread. Also, people tend to become very excited about their own mods but not others, unless they do something very creatively different.

The best places to go for modding advice are the Wiki and the raws of already well established mods. The biggest reason why things don't work is because of typos or incorrect usage of raw tags.

As for your civ: underground races currently don't develop civilisations and sites properly due to the very rough nature of their code, although they apparently will siege/ambush according to Meph. As such, you'll be very limited in what you can do with them, unless you make them above-ground to at least the same extent as dwarves. If you do this, the race you have described should actually be pretty simple to accomplish, with some work.
Title: Re: Paramatter's modding projects
Post by: rynait on April 11, 2012, 11:38:44 pm
Hello Paramatter,

I would say this idea with deep elves seems to be old.  Pointing to at the Genesis (Deon's) mods,

Deon built two kinds of elves, (making the mod have 3 different... the original vanilla with corrections, Sylvans [desert elves], and Dark (adapted to underground). Your Deep sounds like the Dark, which favors metals, in defiance of Vanilla/Sylvans.

However on the race playability side, Not sure if any one tried with the Genesis's Dark or any attempt in playing with Vanilla elves.

R
Title: Re: Paramatter's modding projects
Post by: Paramatter on April 12, 2012, 12:22:10 am
The best places to go for modding advice are the Wiki and the raws of already well established mods. The biggest reason why things don't work is because of typos or incorrect usage of raw tags.

As for your civ: underground races currently don't develop civilisations and sites properly due to the very rough nature of their code, although they apparently will siege/ambush according to Meph. As such, you'll be very limited in what you can do with them, unless you make them above-ground to at least the same extent as dwarves. If you do this, the race you have described should actually be pretty simple to accomplish, with some work.
The wiki and raws don't really help that much to understand what a lot of the numbers actually translate to in game, though.  And I don't exactly want to just duplicate and rename materials while adding [IMPLIES_ANIMAL_KILL] to them and having them accessed by different reactions.

Also, I never intended to make them layer linked, in fact at the time I first had the idea I wasn't actually aware of that tag and hadn't even noticed that there were entities to be found even deeper than dwarves were in previous versions.

Hello Paramatter,

I would say this idea with deep elves seems to be old.  Pointing to at the Genesis (Deon's) mods,

Deon built two kinds of elves, (making the mod have 3 different... the original vanilla with corrections, Sylvans [desert elves], and Dark (adapted to underground). Your Deep sounds like the Dark, which favors metals, in defiance of Vanilla/Sylvans.

However on the race playability side, Not sure if any one tried with the Genesis's Dark or any attempt in playing with Vanilla elves.

R
Well, yes, the idea of elves being divided into two or more groups is pretty old, going back all the way to Tolkien and even folklore.  But the dark elves in Genesis are intended to be the same ones found in D&D, (Scratch that, I was thinking of Masterwork there) and I'm trying to make something a bit different than that even if I do draw on the same sources for inspiration.  (Also slightly off topic but the word sylvan is pretty much an antonym of the word desert and seems quite the odd choice.)
Title: Re: Paramatter's modding projects
Post by: rynait on April 13, 2012, 06:12:41 pm
Hello,

realizing that I might have erred, I went back and checked genesis version.   Sylvan is more closer to nature like fae-ish type than vanilla, not desert.  Realized the difference.  It was deon's wasteland mod, not Genesis mod that got me confused (sheesh, I am already enamored with dwarf fortress to forget details!!!)

I also checked on the dusk elves,  the difference is dusk elves is in defiance of vanilla and sylvan, prefer to live in stone towers and trades for metal and crafting them into metal weapon/armor. I remember somewhere there is addition of "Ironwood" where it is wood yet is tough and comparable to iron, favored by (now this is where i am unsure of which) by elves.

However your choice  for deep elves, being underground based, metal using and in defiance of elves.  So two things matched and one did not (being underground). There is another forum on how to make the role of race other than dwarves playable, i would suspect it is based on 31.xx versions.

R

Title: Re: Paramatter's modding projects
Post by: Paramatter on April 13, 2012, 07:57:04 pm
Well, the idea is that these elves don't use metals, but rather transform animal products into stuff of comparable strength.  The new materials will still probably have to be qualified as metals by the game, though, since from what I can tell metal and bone are the only two classes of material which you can use in fortress mode to make both weapons and armor, and bone seems to be a rather bugged material at the moment.
Title: Re: Paramatter's modding projects
Post by: HelloLion on April 14, 2012, 08:58:06 am
Love the Gnomes for Kobold Camp, great idea.
Title: Re: Paramatter's modding projects
Post by: Paramatter on April 14, 2012, 05:22:09 pm
Ah, thanks.  Let me know if they turn out to be drastically overpowered, though, since I've given my kobolds slightly better stats than those in base Kobold Camp and have neglected to actually test them in that regard.
Title: Re: Paramatter's modding projects
Post by: HelloLion on April 14, 2012, 05:41:35 pm
It's Kobold Camp, how will I know if they're overpowered or it's just as impossibly hard FUN as normal?
Title: Re: Paramatter's modding projects
Post by: Deon on April 14, 2012, 06:06:58 pm
I've added hobgoblins and bugbears to goblins too.

But why RUSALKA?!!! Really? Rusalka means "mermaid", did they capture Disney's Ariel and bred with her into new goblin species??
Title: Re: Paramatter's modding projects
Post by: Paramatter on April 14, 2012, 06:40:22 pm
Yeah, glaistig would have been more appropriate for what I was going for, but I had no idea how to properly pluralize that...  I figured it was still about as far removed from the folklore as hobgolins or kobolds tend to be, though.  I also may have been influenced by the green skinned portrayal of rusalki in the Shin Megami Tensei video games in deciding to stick the name on a type of goblin-thing...
Title: Re: Paramatter's modding projects
Post by: Deon on April 14, 2012, 06:59:10 pm
To help you to make up your mind.

This is rusalka:
(http://novinkikino1.ru/kartinki/rusalka.jpg)

This is not:
http://www.mysteriousbritain.co.uk/scotland/folklore/the-glaistig.html

Rusalki always have a fish tail, they may also appear on branches of enchanted trees. Glaistig is like a maid of the lake, they may have legs and walk the land.
Title: Re: Paramatter's modding projects
Post by: Paramatter on April 15, 2012, 12:46:52 am
To help you to make up your mind.

This is rusalka:
(http://novinkikino1.ru/kartinki/rusalka.jpg)

This is not:
http://www.mysteriousbritain.co.uk/scotland/folklore/the-glaistig.html

Rusalki always have a fish tail, they may also appear on branches of enchanted trees. Glaistig is like a maid of the lake, they may have legs and walk the land.
Well, they aren't really intended to literally be either of those...  The idea behind them is that they're actually somehow much closer to DF's trolls than other goblins (Also part of the reason why I made them all have aqua blood, since I didn't feel like mucking with the castes further to specify that all but one of the castes would have the same blood color and I figured it would make more sense for only one blood color anyhow.).

What sort of workarounds are there for stack issues with shells?  Can I make a creature with a stone or other material shell that will drop on butchery?  Or load it up with renamed but otherwise identical materials/tissues so that it will drop multiple stacks when butchered?  Also is it currently just bone, horn and shell that suffer from stack issues or are there more materials that I should keep in mind to avoid for reactions?
Just tried the idea of calling for duplicate materials on extraneous shell body parts, still only produces one type of shell stack so the tissues are clearly what determines the butchering products.  On the bright side I do now have a type of giant snail that produces four stacks if you send it plummeting down a few z-levels.  They also are very good at surviving falls, possibly owning to the lack of bones to jam through their brains.  A shame that you can't have a creature regenerate lost body parts over time.  Unless I can find a way to make redundant duplicates of SHELL_TEMPLATE and its [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:SHELL] it looks like I'm going to have to go with quick-breeding and small snails as a source of shell instead of snails the size of cows.

It's Kobold Camp, how will I know if they're overpowered or it's just as impossibly hard FUN as normal?
Also, sorry for not responding to this earlier.  The main thing to watch out for is if a single gnome somehow manages to kill everyone in the camp all by his or herself, which is not exactly what I had in mind.

Title: Re: Paramatter's modding projects
Post by: dimo_stoianov on April 24, 2012, 06:33:05 pm
According to my not so good memory

Rusalki are a undead woman corpses possessed by vengeful ghosts of young women who were killed (by drowning or commited suicide (again by drowning) because they have been jilted by their lovers. If killed not by fire/holy water/silver they can switch bodies with the nearest not properly buried woman corpse.
According to legends the only way to put a Rusalka to rest is killing (preferrably by drowning) all persons responsible for her death and all their descendants. Rusalka does not have fish tail, but  in the dark her eyes shine like green fire.

In terms of DF it's a zombie necromancer ghost carp in humanoid body.