DF Dwarf Mode Discussion / Re: Confession: I think vampires are a terrible addition
« on: March 05, 2012, 01:55:59 pm »Then more immigrants arrive... where's that vamp hiding?
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The original was posted here.
code:
creature_large_desert[OBJECT:CREATURE]
[CREATURE:SANDWORM]
[NAME:sandworm:sandworms:sandworm]
[TILE:'('][ALTTILE:')'][COLOR:5:0:0]
[MODVALUE:35]
[LARGE_ROAMING][FREQUENCY:5]
[CLUSTER_NUMBER:1:2][LOOSE_CLUSTERS]
[MEGABEAST]
[GENPOWER:4]
[FEMALE]
[BENIGN][GOOD][EVIL][SAVAGE]
[NATURAL]
[MEANDERER]
[NOFEAR][RECKLESS]
[BUILDINGDESTROYER:2]
[PETVALUE:10000][PET_EXOTIC][MOUNT_EXOTIC]
[GRASSTRAMPLE:100]
[PREFSTRING:gargantuan size]
[PREFSTRING:awesome might]
[TRAPAVOID][WEBIMMUNE]
[POPULATION_NUMBER:1:5]
[NOBONES][NOSKULL][NOTHOUGHT][NOSTUN]
[BODY:8SEGMENTS:8SEGWORM_GANGLIA:8SEGWORM_HEARTS:8SEGWORM_GUTS:8SEGWORM_LUNGS:8SEGWORM_EARS:WORM_THROAT:WORM_MOUTH]
[HAS_RACEGLOSS:SANDWORM]
[ITEMCORPSE:EXTRACT:CHUNK_SANDWORM:PLANT:USE_RACEGLOSS]
[ITEMCORPSE:STONE:TOOTH_SANDWORM:STONE:USE_RACEGLOSS]
[SIZE:40][STOUT]
[MAXAGE:100:300]
[ATTACK:MAIN:BYTYPE:STANCE:crush:crushes:2:9:BLUDGEON]
[BABY:5][CHILD:20][CHILDNAME:baby sandworm:baby sandworms]
[MULTIPLE_LITTER_RARE]
[BLOODTYPE:Y]
[FAT:25]
[ALL_ACTIVE]
[BIOME:ANY_DESERT]
[STANDARD_FLESH]
[HOMEOTHERM:10067]
[LAYERING:100]
[SWIMS_LEARNED][SWIM_SPEED:5000]
code:
body_8segment_worm[OBJECT:BODY]
[BODY:8SEGMENTS]
[BP:SEG1:first segment][HEAD]
[BP:SEG2:second segment][CON:SEG1][UPPERBODY]
[BP:SEG3:second segment][CON:SEG2][STANCE]
[BP:SEG4:second segment][CON:SEG3][STANCE]
[BP:SEG5:second segment][CON:SEG4][LOWERBODY]
[BP:SEG6:second segment][CON:SEG5][STANCE]
[BP:SEG7:second segment][CON:SEG6][STANCE]
[BP:SEG8:second segment][CON:SEG7][STANCE][BODY:8SEGWORM_GANGLIA]
[BP:GANGLION1:ganglion 1][CON:SEG1][NERVOUS][INTERNAL][SMALL]
[BP:GANGLION2:ganglion 2][CON:SEG2][NERVOUS][INTERNAL][SMALL]
[BP:GANGLION3:ganglion 3][CON:SEG3][NERVOUS][INTERNAL][SMALL]
[BP:GANGLION4:ganglion 4][CON:SEG4][NERVOUS][INTERNAL][SMALL]
[BP:GANGLION5:ganglion 5][CON:SEG5][NERVOUS][INTERNAL][SMALL]
[BP:GANGLION6:ganglion 6][CON:SEG6][NERVOUS][INTERNAL][SMALL]
[BP:GANGLION7:ganglion 7][CON:SEG7][NERVOUS][INTERNAL][SMALL]
[BP:GANGLION8:ganglion 8][CON:SEG8][NERVOUS][INTERNAL][SMALL][BODY:8SEGWORM_HEARTS]
[BP:HEART1:heart 1][CONTYPE:UPPERBODY][CIRCULATION][INTERNAL][SMALL]
[BP:HEART2:heart 2][CON:SEG3][CIRCULATION][INTERNAL][SMALL]
[BP:HEART3:heart 3][CON:SEG4][CIRCULATION][INTERNAL][SMALL][BODY:8SEGWORM_GUTS]
[BP:GIZZARD1:gizzard 1][CONTYPE:UPPERBODY][INTERNAL][SMALL]
[BP:GIZZARD1:gizzard 2][CON:SEG3][INTERNAL][SMALL]
[BP:GIZZARD1:gizzard 3][CON:SEG4][INTERNAL][SMALL]
[BP:GUTS1:guts 1][CONTYPE:LOWERBODY][GUTS][INTERNAL][SMALL]
[BP:GUTS2:guts 2][CON:SEG6][GUTS][INTERNAL][SMALL]
[BP:GUTS3:guts 3][CON:SEG7][GUTS][INTERNAL][SMALL]
[BP:GUTS4:guts 4][CON:SEG8][GUTS][INTERNAL][SMALL][BODY:8SEGWORM_LUNGS]
[BP:LUNG1:lung 1][CONTYPE:UPPERBODY][BREATHE][INTERNAL][SMALL]
[BP:LUNG2:lung 2][CON:SEG3][BREATHE][INTERNAL][SMALL]
[BP:LUNG3:lung 3][CON:SEG4][BREATHE][INTERNAL][SMALL]
[BP:LUNG4:lung 4][CONTYPE:LOWERBODY][BREATHE][INTERNAL][SMALL]
[BP:LUNG5:lung 5][CON:SEG6][BREATHE][INTERNAL][SMALL][BODY:WORM_MOUTH]
[BP:MOUTH:mouth][CONTYPE:HEAD][MOUTH][EMBEDDED][APERTURE][BODY:WORM_THROAT]
[BP:THROAT:throat][CONTYPE:HEAD][THROAT][EMBEDDED][BODY:8SEGWORM_EARS]
[BP:EAR1:ear 1][CONTYPE:HEAD][HEAR][INTERNAL][SMALL]
[BP:EAR1:ear 2][CON:SEG2][HEAR][INTERNAL][SMALL]
[BP:EAR1:ear 3][CON:SEG3][HEAR][INTERNAL][SMALL]
[BP:EAR1:ear 4][CON:SEG4][HEAR][INTERNAL][SMALL]
[BP:EAR1:ear 5][CON:SEG5][HEAR][INTERNAL][SMALL]
[BP:EAR1:ear 6][CON:SEG6][HEAR][INTERNAL][SMALL]
[BP:EAR1:ear 7][CON:SEG7][HEAR][INTERNAL][SMALL]
[BP:EAR1:ear 8][CON:SEG8][HEAR][INTERNAL][SMALL]
code:
matgloss_sandworm[OBJECT:MATGLOSS]
[MATGLOSS_PLANT:CHUNK_SANDWORM]
[TILE:177][COLOR:5:0:1]
[NAME:sandworm chunk][NAME_PLURAL:sandworm chunks]
[DRINK:sandworm brew:5:0:1]
[DRINKVALUE:50]
[FREQUENCY:0]
[EXTRACT:sandworm spice]
[EXTRACT_BAG]
[EXTRACTVALUE:500]
[PREFSTRING :psychotropic effects][MATGLOSS_STONE:TOOTH_SANDWORM]
[VALUE:20][COLOR:5:0:1][TILE:'^']
[NAME:sandworm tooth]
[SHARP]
Edit:
Fixed BIOME tag.
Adjusted SWIM_SPEED from 500 to 5000 (higher values mean slower swimmers)
Note: These guys should probably not swim at all, and just stay away from the water. However, I don't know the effects of omitting the SWIM* tags, and there is no CANNOT_SWIM tag. I figured I'd balance it by slowing down how fast they can swim.
[ February 19, 2008: Message edited by: Lewzer ]
Does the sub-type field actually have a use, or is the only option "NO_SUBTYPE"?
Anyway, the USE_RACEGLOSS for the matgloss field seems to only work for some (built-in?) materials. For example, the [Treants] use the entry:
code:
[HAS_RACEGLOSS:WOOD]
[ITEMCORPSE:WOOD:NO_SUBTYPE:WOOD:USE_RACEGLOSS]
However, when using a custom matgloss file, this functionality stops working, and treants (and there ITEMCORPSE remains) are undescriptive. I've tried creating a ''matgloss_treant.txt'' file and adding a few unique entries, like [MATGLOSS_WOOD:FOOBAR_TREE] and [MATGLOSS_WOOD:BAZ_TREE], and editing the Treant to:
code:
[HAS_RACEGLOSS:TREANT]
[ITEMCORPSE:WOOD:NO_SUBTYPE:WOOD:USE_RACEGLOSS]
code:
[HAS_RACEGLOSS:TREANT]
[ITEMCORPSE:WOOD:NO_SUBTYPE:WOOD:FOOBAR_TREE]
Is it possible to create a custom matgloss file that will select random materials for my creatures, so it works like the default Treants do?
quote:
Originally posted by Asehujiko:
<STRONG>You can build directly on the riverbed when it's frozen.</STRONG>
Oh, that's right! I simply forgot because the map I'm playing is tropical, and so, never freezes.
A tower rising from a raging river would be an awesome defense (patrolled by carp and stingrays, of course)!
Momuz Idshameb must have been watching the whole thing, because as soon as the fairy hits the stockpile, he quickly snatches her up and pops her into his mouth for a nice "light" snack.
Mmmmmm, fairy.
I just tried a random 33x257: 3 rejections.
code:
[WORLD_GEN]
[TITLE:CUSTOM]
[SEED:111764874]
[DIM:33:257]
code:
Created in DF v0.27.176.38b.[WORLD_GEN]
[TITLE:CUSTOM]
[SEED:2476007534]
[DIM:17:257]
The world generates very fast compared to a full 257x257 map.
quote:
Originally posted by Ryven:
<STRONG>Is there a way to require a specific material to create an item?If so, sandworm teeth and crysknife creation could be implemented, although only "fixed" crysknives could exist, unless decay could be applied to them.</STRONG>
Perhaps you could try something like the following:
Add the following to [OBJECT:CREATURE][CREATURE:SANDWORM]:
code:[ITEMCORPSE:STONE:TOOTH_SANDWORM:STONE:USE_RACEGLOSS]
...and to [OBJECT:MATGLOSS], add:
code:[MATGLOSS_STONE:TOOTH_SANDWORM]
[NAME:sandworm tooth]
[TILE:'^'][COLOR:5:0:1]
[SHARP][DARK]
Defeated sandworms would drop teeth that could be used like obsidian to craft weapons. Also, you may find sandworm teeth when mining (?), which is certainly plausible. 
I'm not certain if this will work (I haven't tested it), but another possibility is to make the corpse drop a "ready-made" weapon with
code:[ITEMCORPSE:WEAPON:WEAPON_CRYSKNIFE:STONE:USE_RACEGLOSS]
code:[OBJECT:ITEM]
[ITEM_WEAPON:WEAPON_CRYSKNIFE]
[NAME:crysknife:crysknives]
[DAMAGE:50:PIERCE]
[WEIGHT:50]
[SKILL:DAGGER]
[CRIT_BOOST:1]
[TWO_HANDED:3]
[STICK_CHANCE:15]
Again, I haven't tried this yet. Seems workable to me, though.