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Messages - Coidzure Dreams

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1
DF Modding / Re: Bad advice! Ethnic Diversity Mod (( HELP ))
« on: August 09, 2014, 09:48:25 am »
To make adding the castes a bit easier, and cut down on repetitive work, use this creature variation:
Code: [Select]
[CREATURE_VARIATION:ETHNIC_CASTE] hair:skin
   [CV_NEW_TAG:CASTE:MALE_!ARG1_!ARG2]
      [CV_NEW_TAG:MALE]
      [CV_NEW_TAG:BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]
      [CV_NEW_TAG:SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
       [CV_NEW_TAG:PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]
       [CV_NEW_TAG:PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]
       [CV_NEW_TAG:PLUS_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]
       [CV_NEW_TAG:PLUS_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
       [CV_NEW_TAG:PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]
       [CV_NEW_TAG:PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYELASH]
      [CV_NEW_TAG:TL_COLOR_MODIFIER:!ARG1:1]
       [CV_NEW_TAG:SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
      [CV_NEW_TAG:TL_COLOR_MODIFIER:!ARG2:1]
   [CV_NEW_TAG:CASTE:FEMALE_!ARG1_!ARG2]
      [CV_NEW_TAG:FEMALE]
      [CV_NEW_TAG:BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]
      [CV_NEW_TAG:SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
       [CV_NEW_TAG:PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]
       [CV_NEW_TAG:PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]
       [CV_NEW_TAG:PLUS_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]
       [CV_NEW_TAG:PLUS_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
       [CV_NEW_TAG:PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]
       [CV_NEW_TAG:PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYELASH]
      [CV_NEW_TAG:TL_COLOR_MODIFIER:!ARG1:1]
       [CV_NEW_TAG:SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
      [CV_NEW_TAG:TL_COLOR_MODIFIER:!ARG2:1]
And put this in the creature:
Code: [Select]
[APPLY_CREATURE_VARIATION:ETHNIC_CASTE:AMBER:BROWN]The new creature variations are really quite powerful. I only wish you could have parameters for material templates, or something similar for items, reactions, or entities.

Nifty.  I was wondering if there was a way to make use of creature variations to get a broader variety of different material'd rock creatures/dwarf beards than just brute forcing in each individual material at the tissue level and then creating two castes for the males and females of that rock/metal type. 

The material template restriction seems like it might be a bit difficult or impossible to work around at that level, though.

So you'd just have several lines of:
Code: [Select]
[APPLY_CREATURE_VARIATION:ETHNIC_CASTE:AMBER:BROWN]in a row, with the only difference being the variation in !ARG1 & !ARG2?

2
DF Modding / Re: Prehensile Beards or Beards that can grasp or strike.
« on: August 04, 2014, 03:41:33 pm »
If you add the ability to grasp to a beard, does this mean multigrasp weapons will be held by both hands and their beard?

I don't think so?  You should be able to check with creatures with 3 or more arms and two-handed weapons in the arena, though, right?

Is there a way to set it to use a random metal? It would add more variety and simplify the caste stuff a ton.

I haven't come across a way yet, but if anyone knows of one or finds one, I'd definitely be interested.

3
DF Modding / Re: Prehensile Beards or Beards that can grasp or strike.
« on: August 04, 2014, 04:21:27 am »
So...

I may have completely messed this up, but here's what I've got so far.

Body_Dwarf_Beard
Code: [Select]
body_dwarf_beard

[OBJECT:BODY]

[BODY:BEARD_DWARF]
[BP:BRD:dwarf beard:STP]
[CON:HD]
[GRASP][LIMB]
[SIGHT][SMELL][HEAR]
[BREATHE][MOUTH]
[THOUGHT]
[CATEGORY:BEARD_DWARF]
[DEFAULT_RELSIZE:160]

Tissue Templates:
Code: [Select]
tissue_template_dwarf_beard

[OBJECT:TISSUE_TEMPLATE]

[TISSUE_TEMPLATE:DWARF_BEARD_GRANITE_TEMPLATE]
[TISSUE_NAME:granitebeard:NP]
[TISSUE_MATERIAL:INORGANIC:GRANITE]
[RELATIVE_THICKNESS:1]
[THICKENS_ON_ENERGY_STORAGE]
[THICKENS_ON_STRENGTH]
[SUBORDINATE_TO_TISSUE:SKIN]
[STYLEABLE]
[COSMETIC]
[PAIN_RECEPTORS:1]
[HEALING_RATE:100]
[INSULATION:100]
[TISSUE_SHAPE:STRANDS]

[TISSUE_TEMPLATE:DWARF_BEARD_COPPER_TEMPLATE]
[TISSUE_NAME:copperbeard:NP]
[TISSUE_MATERIAL:INORGANIC:COPPER]
[RELATIVE_THICKNESS:1]
[THICKENS_ON_ENERGY_STORAGE]
[THICKENS_ON_STRENGTH]
[SUBORDINATE_TO_TISSUE:SKIN]
[STYLEABLE]
[COSMETIC]
[PAIN_RECEPTORS:1]
[HEALING_RATE:100]
[INSULATION:100]
[TISSUE_SHAPE:STRANDS]

[TISSUE_TEMPLATE:DWARF_BEARD_BRONZE_TEMPLATE]
[TISSUE_NAME:bronzebeard:NP]
[TISSUE_MATERIAL:INORGANIC:BRONZE]
[RELATIVE_THICKNESS:1]
[THICKENS_ON_ENERGY_STORAGE]
[THICKENS_ON_STRENGTH]
[SUBORDINATE_TO_TISSUE:SKIN]
[STYLEABLE]
[COSMETIC]
[PAIN_RECEPTORS:1]
[HEALING_RATE:100]
[INSULATION:100]
[TISSUE_SHAPE:STRANDS]

[TISSUE_TEMPLATE:DWARF_BEARD_STEEL_TEMPLATE]
[TISSUE_NAME:steelbeard:NP]
[TISSUE_MATERIAL:INORGANIC:STEEL]
[RELATIVE_THICKNESS:1]
[THICKENS_ON_ENERGY_STORAGE]
[THICKENS_ON_STRENGTH]
[SUBORDINATE_TO_TISSUE:SKIN]
[STYLEABLE]
[COSMETIC]
[PAIN_RECEPTORS:1]
[HEALING_RATE:100]
[INSULATION:100]
[TISSUE_SHAPE:STRANDS]

[TISSUE_TEMPLATE:DWARF_BEARD_GOLD_TEMPLATE]
[TISSUE_NAME:goldbeard:NP]
[TISSUE_MATERIAL:INORGANIC:GOLD]
[RELATIVE_THICKNESS:1]
[THICKENS_ON_ENERGY_STORAGE]
[THICKENS_ON_STRENGTH]
[SUBORDINATE_TO_TISSUE:SKIN]
[STYLEABLE]
[COSMETIC]
[PAIN_RECEPTORS:1]
[HEALING_RATE:100]
[INSULATION:100]
[TISSUE_SHAPE:STRANDS]

[TISSUE_TEMPLATE:DWARF_BEARD_OBSIDIAN_TEMPLATE]
[TISSUE_NAME:obsidianbeard:NP]
[TISSUE_MATERIAL:INORGANIC:OBSIDIAN]
[RELATIVE_THICKNESS:1]
[THICKENS_ON_ENERGY_STORAGE]
[THICKENS_ON_STRENGTH]
[SUBORDINATE_TO_TISSUE:SKIN]
[STYLEABLE]
[COSMETIC]
[PAIN_RECEPTORS:1]
[HEALING_RATE:100]
[INSULATION:100]
[TISSUE_SHAPE:STRANDS]

Castes:
Code: [Select]
[CASTE:GRANITEBEARD_FEMALE]
[FEMALE]
[MULTIPLE_LITTER_RARE]
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]
        [POP_RATIO:20]
[CASTE:GRANITEBEARD_MALE]
[MALE]
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]
        [POP_RATIO:20]
[SELECT_CASTE:GRANITEBEARD_FEMALE]
  [SELECT_ADDITIONAL_CASTE:GRANITEBEARD_MALE]
[BODY:BEARD_DWARF]
  [USE_TISSUE_TEMPLATE:DWARF_BEARD_GRANITE_TEMPLATE]


[CASTE:COPPERBEARD_FEMALE]
[FEMALE]
[MULTIPLE_LITTER_RARE]
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]
        [POP_RATIO:15]
[CASTE:COPPERBEARD_MALE]
[MALE]
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]
        [POP_RATIO:15]
[SELECT_CASTE:COPPERBEARD_FEMALE]
[SELECT_ADDITIONAL_CASTE:COPPERBEARD_MALE]
[BODY:BEARD_DWARF]
  [USE_TISSUE_TEMPLATE:DWARF_BEARD_COPPER_TEMPLATE]


[CASTE:BRONZEBEARD_FEMALE]
[FEMALE]
[MULTIPLE_LITTER_RARE]
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]
        [POP_RATIO:10]
[CASTE:BRONZEBEARD_MALE]
[MALE]
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]
        [POP_RATIO:10]
[SELECT_CASTE:BRONZEBEARD_FEMALE]
[SELECT_ADDITIONAL_CASTE:BRONZEBEARD_MALE]
[BODY:BEARD_DWARF]
  [USE_TISSUE_TEMPLATE:DWARF_BEARD_BRONZE_TEMPLATE]


[CASTE:STEELBEARD_FEMALE]
[FEMALE]
[MULTIPLE_LITTER_RARE]
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]
        [POP_RATIO:10]
[CASTE:STEELBEARD_MALE]
[MALE]
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]
        [POP_RATIO:10]
[SELECT_CASTE:STEELBEARD_FEMALE]
[SELECT_ADDITIONAL_CASTE:STEELBEARD_MALE]
[BODY:BEARD_DWARF]
  [USE_TISSUE_TEMPLATE:DWARF_BEARD_STEEL_TEMPLATE]


[CASTE:GOLDBEARD_FEMALE]
[FEMALE]
[MULTIPLE_LITTER_RARE]
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]
        [POP_RATIO:5]
[CASTE:GOLDBEARD_MALE]
[MALE]
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]
        [POP_RATIO:5]
[SELECT_CASTE:GOLDBEARD_FEMALE]
[SELECT_ADDITIONAL_CASTE:GOLDBEARD_MALE]
[BODY:BEARD_DWARF]
  [USE_TISSUE_TEMPLATE:DWARF_BEARD_GOLD_TEMPLATE]


[CASTE:OBSIDIANBEARD_FEMALE]
[FEMALE]
[MULTIPLE_LITTER_RARE]
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]
        [POP_RATIO:5]
[CASTE:OBSIDIANBEARD_MALE]
[MALE]
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]
        [POP_RATIO:5]
[SELECT_CASTE:OBSIDIANBEARD_FEMALE]
[SELECT_ADDITIONAL_CASTE:OBSIDIANBEARD_MALE]
[BODY:BEARD_DWARF]
  [USE_TISSUE_TEMPLATE:DWARF_BEARD_OBSIDIAN_TEMPLATE]

    [SELECT_CASTE:ALL]
[ATTACK:BEARDFIST:BODYPART:BY_CATEGORY:BEARD_DWARF]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:beardfist:beardfists]
[ATTACK_CONTACT_PERC:25]
[ATTACK_PREPARE_AND_RECOVER:3:3]
                [ATTACK_PRIORITY:SECOND]
                [ATTACK_FLAG_CANLATCH]
Having metal material beards would be pretty cool.

I assume having the beard as another body part would cause problems with still having varied beard/hair styles though, right?

Yeah... right now I haven't mucked about with the facial_hair_tissue_layers stuff.  Ideally I'd like to declare all of those things made out of hair and to change what each caste draws upon for their hair material.  I think. ???

Maybe something can be done with the description to make some "different" beards, but there wouldn't be a way to enable/disable to beards "grasp" ability depending on the beard style, would there? At least without some major caste based shenanigans.

I only ask because it might be a little weird if a large full beard was just as effective at grasping as a short chin braid.

And no for some reason all I can think about is wanting Df to have hair that actually grows and can be changed over a Dwarf's life base on their preferences... And maybe shaving a Dwarf's beard as the highest form of punishment.

That would be neat, aye.  I suspect that this variant of dorf would want to always have enough beard about to give someone a good smacking to, though. 

Granted, I'm one of those people who thinks that if a Dwarf doesn't at least have a Santa Claus level beard, then there's something fishy going on.

4
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: August 03, 2014, 04:16:52 pm »
Is it possible to give an entity a preference for Good, Evil, or Savage biomes so that they'll seek them out to settle in?
To enable a civ to spawn/settle in an evil region, give them one or more of the following:
USE_EVIL_ANIMALS
USE_EVIL_PLANTS
USE_EVIL_WOOD

Likewise, to enable a civ to spawn/settle in a good region, give them one or more of the following:
USE_GOOD_ANIMALS
USE_GOOD_PLANTS
USE_GOOD_WOOD

Note that doing this will only make them settle such regions as much as non evil/good regions, which is to say, they will not prefer them over non evil/good regions and will not settle in savage evil/good regions any more than they would savage normal regions.  Furthermore, these token do not conflict with each other, that is to say, a civ can settle in both good and evil regions in the same instance.

As for savage areas, unfortunately there is no way as far as I am aware to make civs spawn or settle in such regions.

Ah, thank you.  That solves the problem of how to get a civ to settle anywhere and everywhere, except high savagery areas, then, at least.

5
DF Modding / Re: Prehensile Beards or Beards that can grasp or strike.
« on: August 03, 2014, 02:32:29 am »
... I wasn't thinking any hierarchy. That's horrible.

Well, yes, caste-systems can be pretty horrible, especially when they're hierarchical.  I was partially inspired by the webcomic Unsounded and the castes of Alderode in that setting.

You could enforce a hierarchy by toying with each caste's learning rates for various skills and only allowing certain castes into noble positions. But that could be a hindrance to gameplay, since it would be difficult to tell who is what caste without keeping tabs on every dwarf in your fort.

Good point, and yeah, more than a little bit fiddly without a micromanaging app.  And probably still fiddly even with one.

And castes cannot be split up into further sub-castes. Males and females are their own castes, and you cannot have more than a single gender within a caste.

Ah, well, good to know.

Dropping dwarf-beard helms is a neat idea, but you might be better off making it an extra-butcher-object than in itemcorpse, as an item corpse would make most of the body disappear on death. An extra butcher object is exactly that: an additional item received from butchering the creature's corpse.

Nifty. Would it be possible to have it ready to use upon butchering or would it need a reaction to craft the butchered part into a wearable object on top of that?

6
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: August 03, 2014, 12:02:17 am »
Is it possible to give an entity a preference for Good, Evil, or Savage biomes so that they'll seek them out to settle in?

7
DF Modding / Re: Prehensile Beards or Beards that can grasp or strike.
« on: August 02, 2014, 11:56:40 pm »
Hmm...  I suppose you could have the beard and the neck both serve as connectors between the head and upper body, which would make the beard and neck need to be severed in order to cause decapitation?

Remember to allow them to be used as feet, incase of the loss of legs.

Except if you give them the [Stance] token, the dorfs will go crazy if they don't wear shoes on 'em, right?  I suppose there'd be some kind of custom beard-net or something which would allow one to side-step that, though I'm not sure how you'd be able to set up the raws so that the beardnets only ended up on beards and no shoes or socks ended up on beards.

8
DF Modding / Re: Prehensile Beards or Beards that can grasp or strike.
« on: August 02, 2014, 11:16:43 pm »
This thread is becoming amazing. I'm now imagining a living dwarf head functioning like a whole creature thanks to its beard.
Dwarves that can survive decapitation? Why the hell not?

How would you work that though?  Have two beards, one attached to the upper body as a backup?  Take off the [UPPERBODY] and [LOWERBODY] tokens(tags?) so that the head can separate from them or they can be separated from one another without causing death?

From what I recall of the wiki on the subject, the upper body being separated from the lower body is supposed to be invariably fatal, and the same with a single head and the upper body.  ???

I'd even settle just for that, for the dwarfs to have metal-strand hair and have different metals for different hair colours.
Words cannot describe the sheer insane awesomeness of that concept. (Also I would kill to have a beard made of iron, or better yet cotton candy. I mean, what dwarf wouldn't? The only kind of beard more awesome I can think of would be a beard made of magma, but I have a hunch that wouldn't end well.)

That would be pretty sweet, yeah, but also pretty much imminently fatal unless we made the dwarves out of stone, or at least gave them some kind of medium-durability stone for skin, probably some kind of custom fossilized fat(Think the Fifth Elephant/Discworld with its rock treacle and the like) for fat, something like magma or mercury for blood, and I'm not sure what sort of material would do for their muscles, maybe steel or pig iron?

It does make me wonder if you could have a magma-beard become an obsidian beard.  Which then just makes me want to have a caste with obsidian beards that are like living razor-wire.

Well I'm pretty sure it'd just be caste-based. Just call them all dwarfs, equal chance of birth, and have the only difference be beard material and colour. Double it up for the female caste as well if you want bearded females and you're golden.

(I think you would still need to double it up, just so you don't have like 9 men, each with a different beard colour, for every one woman? That sounds like a weird work-around, there's probably a way to balance a single caste to pop out 50% of the time, regardless of how many other castes there are)

Can you not have a Caste which is itself split up between males and females or that both sexes can be assigned to, then?

Hmm.  So what would the hierarchy be, anyway?  Copper Beards at the bottom as the base peasantry and then Bronze Beards next up as the craftsdwarves, Silver Beards for the traders(or maybe switch them with the Bronze Beards) maybe Obsidian Beards as a sort of special priestly caste(?), Steel Beards as the warrior-caste(natch), and maybe Rose-Gold Beards for the nobility? 

Extra points if you could make the monarch the sole Adamantine Beard.

...Heh.  I just had the worst idea for making dwarves drop "dwarf beard" helms upon death in a similar way Bronze Colossi drop bronze statues, so that in adventurer mode, one could kill dwarves and wear their beards as trophy-armor. 

9
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: August 02, 2014, 08:12:40 am »
Something i really dislike in new version is that goblins now go live into dwarf fortress without any problem, evil killing machine that goal is about torturing and murdering are living next to everyone in peace in the same group.
It does not make any kind of sense to me and ruin a bit of my immersion to the game world when playing adventurer.

To my surprise i found out that the solution was as simple as removing the 2 tokens :
   [TOLERATES_SITE:CITY]
   [TOLERATES_SITE:CAVE_DETAILED]
from the goblins entry in the entity file.

Worked really great in worldgen.

But i'm wondering , isn't there going to be some bad side effect regarding bandits you can find terrorizing towns and hamlet that have usually lots of goblins inside, will it still make the goblins want to send war parties to attack other civs, etc ?
Basically, will the goblins be interested in going out of their overpopulated dark fortresses to bring war and destruction as expected from them ?

My recollection is that unless they have [TOLERATES_SITE], then they won't take over a site of that type, they'll just make it into a ruin if they continue to successfully attack and sack it.  So you'd have more ruins due to Goblins than you might otherwise run into as one possible side effect.

I think they should still go to war though, as don't they go to war with Elves even without tolerating hippy communes?

10
DF Modding / Re: Prehensile Beards or Beards that can grasp or strike.
« on: August 02, 2014, 08:09:46 am »
Fun fact: Dwarves with grasp-beards can wield 1 weapon and 2 shields.

I couldn't quite tell if there was any benefit to having more than one shield when I was looking over the wiki.  Is there?

I'd even settle just for that, for the dwarfs to have metal-strand hair and have different metals for different hair colours.

Definitely seems pretty neat, though I have even less of an idea of how to do that than how to make different castes for various differently metaled beards. 

11
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: August 02, 2014, 12:20:55 am »
With armor/clothing and the like, does setting it to FORCED in the entity raw will mean that any migrants will show up wearing it, even if it's military-grade armor? 

What about the starting dwarves on a new embark, will they end up wearing such things instead of (or on top of) their standard clothing?

12
DF Modding / Re: Prehensile Beards or Beards that can grasp or strike.
« on: August 01, 2014, 10:12:50 pm »
Edit: Also, what determines how damaging a punch or kick or beardlash/beardfisting would be, anyway?  I know with weapons it's part material and part the type of weapon and then quality gets factored in.

Material (since it's a BLUNT attack I believe more dense materials help LEAD, PLATINUM. And the size of the bodypart (more mass))
lower the contact_area (so the attack is not spread out (like whips, those bone breaking lazer weapons))
up Velocity to make it hit faster which means more force)

So unless I wanted to make them into hair-whips I'd need to go down to the level of altering the material that the tissue that the body part is made out of, then?

Hmm, now that gives me the idea to have several different castes of dwarf with different materials for their beards.  Like bronzebeards with actual bronze for beards... XD

13
DF Modding / Re: Prehensile Beards or Beards that can grasp or strike.
« on: August 01, 2014, 09:06:01 pm »
Would this mean Dwarves with no arms would still be able to wield weapons?
It would also mean that beards could get severed in combat and come back as beard zombies

I hadn't thought about that before, but this pleases me greatly.

I'm still not sure how to add the body part or specify what tissue it's made out of, though. 

Do I just make the Dwarf_Beard body part and add it to an [OBJECT:BODY] file such as body_default or body_rcp or body_dwarfbeard in the raws and then just add in DWARF_BEARD in that list of body parts in creature_standard?

So that:
Code: [Select]
[BODY:HUMANOID_NECK:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:TONGUE:FACIAL_FEATURES:TEETH:RIBCAGE]

would become:

[BODY:HUMANOID_NECK:2EYES:2EARS:NOSE:DWARF_BEARD:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:TONGUE:FACIAL_FEATURES:TEETH:RIBCAGE]

Do I just add in the [BODY:DWARF_BEARD] stuff into the creature entry directly?  If so, how do I specify what tissue to make it out of so that it's either hair or hair that thickens as the dwarf marbleizes? 

Would just making it attached to the head automatically make it out of hair since the face is made out of skin?

Edit: Also, what determines how damaging a punch or kick or beardlash/beardfisting would be, anyway?  I know with weapons it's part material and part the type of weapon and then quality gets factored in.

14
Since some consider beards to be some kind of parasitic organisms you could also add a beard attack that has a chance of injecting a beard syndrome (think of a tiny beard transplant) that causes severe pain and necrosis over a long period and has a low (10% or so) chance of transforming (overtaking the victim) those that survive into dwarves (thralls of the beard overlords). I did this once with kobolds so it is doable.

Okay, I think that this is getting a bit too creepy so I will shut up now

Feel free to go on.  :P You've gotten me interested now.  I have even less of an understanding of syndromes than I do of the body parts, though.

If I need to add in a new tissue for it, this is what I have so far.  So that fat, muscular dwarfs have the thickest, most luxurious beards.
Code: [Select]
[TISSUE:DWARF_BEARD]
[TISSUE_NAME:dwarfbeard:NP]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:HAIR]
[RELATIVE_THICKNESS:1]
[THICKENS_ON_ENERGY_STORAGE]
[THICKENS_ON_STRENGTH]
[SUBORDINATE_TO_TISSUE:SKIN]
[STYLEABLE]
[PAIN_RECEPTORS:5]
[HEALING_RATE:100]
[INSULATION:100]
[TISSUE_SHAPE:STRANDS]

15
So, what, you want them to be both wandering monsters spawning on all biomes as well as an entity of invaders like goblins already are?

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