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Messages - Exiledhero99

Pages: [1] 2 3 ... 18
1
DF Gameplay Questions / Re: XXarmorXX what?
« on: May 18, 2012, 01:03:01 pm »
Based on this bug report I believe that what is happening is that armor that is dropped in areas which would normally cause decay -- that is, refuse stockpiles or maybe even just being left on the ground (or outside on the ground) is causing armor to decay even though it isn't supposed to.

^
this

I've had it on armor and other stuff in a general stockpile that also accepted things like bones and skulls. Since that made it also a refuse stockpile, everything started to degrade.

Well, that would explain why my armor degraded then...Whoops! Interesting point: this (buggy) behavior doesn't affect weapons, shields, or other items. Just clothing items and armor.

2
DF Dwarf Mode Discussion / Re: Nik Pearlday: How does this happen!?
« on: March 31, 2012, 10:13:20 am »
It's happened before, and no one has absolutely any idea how it happens.

Theory 1: Killed historical clone

Theory 2: Killed zombie werebeast clone

Theory 3: Killed self

If I may offer...

Theory 4: There is a tiny coding issue with these speeches

(Yes I realize this isn't exactly a fun theory at first glance, until you think up the look on Toady's face when he stumbles across it)

3
DF Dwarf Mode Discussion / Re: OMGWTF minotaur
« on: March 05, 2012, 07:20:04 am »
OH YEAH! Advice since it was assumed you knew everything about the new updates: Ghosts spawn from dead dorfs as of a smaller update whereabouts of summer. Anything sentient that dies on the map either needs to be put in a coffin or have a memorial slab(mason's workshop and/or craftsdwarf's workshop) engraved for them or they turn into a type of ghost based on their mood at death. Most of these haunts are harmless, only scaring dorfs who see them. It's the ones who appear, spontaneously sever limbs, then vanish that you need worry about. The wiki has more info:

http://dwarffortresswiki.org/index.php/Ghosts

4
DF Dwarf Mode Discussion / Re: Vampire nickname fixed. Now what?
« on: February 29, 2012, 09:38:32 pm »
I've heard they don't get hungry or thirsty. So maybe building a holding area for incoming migrant waves and seeing if they all get hungry or not? Alternatively, use the same system to see if anyone in the wave goes missing randomly.

5
Okay, I think i worded that wrong. More, can we mine/generally operate a fortress on the area that isn't a straight drop to hell

6
Is it playable? I had to leave almost as soon as I found it so never got to poke about
.

7
My apologies for abandoning this hook with such tasty bait, but I looked up right after posting and realized that my discovery happened to coincide with needing to go to work...regardless, the save should be up but my images seem broken, any reliable image host sites?

8
To make a long story very, very short: While trying to find a flat-as-possible embark on a tundra with a magma tube. I found a site to my liking, however, upon embark "a section of the cavern has collapsed" and by "cavern" they mean half the ground (literally half the map is gone), and by "collapsed" they mean fallen straight into hell. I'm currently working to get screenshots and the save up for viewing and playing. I'm no longer particularly interested as the site is kinda ruined for me (aforementioned falling into hell does that :/), but I know some members of the forum might very well be interested in a semi-glitchy yet still enjoyable embark.

EDIT: Sorry about the wait, I almost forgot to go to work...aaannnd, images and save:

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)

http://dffd.wimbli.com/file.php?id=5366

9
DF Modding / Re: applying new templates to creatures
« on: June 06, 2011, 11:12:36 am »
I did as you said and my errorlog is spitting out:

Code: [Select]
*** Error(s) found in the file "raw/objects/b_detail_plan_default.txt"
STANDARD_TISSUES:Unrecognized Body Detail Plan Token: CREATURE_VARIATION
STANDARD_TISSUES:Unrecognized Body Detail Plan Token: CV_NEW_TAG
STANDARD_TISSUES:Unrecognized Body Detail Plan Token: CV_NEW_TAG

so to make sure I'm doing it right,
Code: [Select]
[CREATURE_VARIATION:HOLLOW_BONES]
   [CV_NEW_TAG:REMOVE_TISSUE:BONE]
   [CV_NEW_TAG:USE_TISSUE_TEMPLATE:BONE:BONE_TEMPLATE_HOLLOW]
goes in b_detail_plan_default under [BODY_DETAIL_PLAN:STANDARD_TISSUES]?

EDIT: i put the "[CV_NEW_TAG:REMOVE_TISSUE:BONE]" and
   "[CV_NEW_TAG:USE_TISSUE_TEMPLATE:BONE:BONE_TEMPLATE_HOLLOW]" in the creature's raws and it seems to have stopped the errorlog messages. now i need to test if there bones are weaker.

10
DF Modding / Re: applying new templates to creatures
« on: June 06, 2011, 08:26:13 am »
I guess if I gave some more info you might be able to work with me better. My apologies.

I want to add this bone template:
Code: [Select]
[TISSUE_TEMPLATE:BONE_TEMPLATE_HOLLOW]
[TISSUE_NAME:bone:NP] Whether it has a plural depends on exact part
[STRUCTURAL]
[CONNECTIVE_TISSUE_ANCHOR]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:BONE]
[RELATIVE_THICKNESS:1]
[HEALING_RATE:1000]
[VASCULAR:3]
[PAIN_RECEPTORS:50]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[SETTABLE]
[SPLINTABLE]

to this creature:
Code: [Select]
[CREATURE:AURKIN]
[DESCRIPTION: a tall, lanky,creature that likes nature and dispises industry.]
[NAME:aurkin:aurkin:aurkin]
[CASTE_NAME:aurkin:aurkin:aurkin]
[CREATURE_TILE:'#'][COLOR:3:0:0]
[CREATURE_SOLDIER_TILE:'#']

Many of the following tags are actually caste-level tags (in this case, male and female), but because there are no differences between the castes for these tags in a dwarf, you can add them earlier.  Any caste-level tag that occurs before castes are explicitly declared is saved up and placed on any caste that is declared later, unless the caste is explicitly derived from another caste.

[INTELLIGENT]
[TRANCES]
[BENIGN]
[CANOPENDOORS]
[PREFSTRING:undying loyalty]
[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:FACIAL_FEATURES:TEETH:RIBCAGE]

Next we use body detail plans (which have their own raw file) to streamline the addition of some of the common materials, tissues and their relationships with each other.

[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]

Eyebrows and eyelashes are manually added here.

[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]

And nails.

[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]

Set up some major arteries that couldn't be handled in the raw templates.  The selection commands can be used to grab tissue layers to adjust their properties after they have been created.

[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]

Then back to some more body detail plans.

[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]


Tendons and ligaments are currently very abstract, but adding these flags will let wounds occur that damage them.  The number afterward is the healing rate.  Lower is faster.

[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]

This makes the creature susceptible to severed nerves when muscles are torn in limb, grasp and stance parts.

[HAS_NERVES]

This controls the bleeding behavior.

[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]

These classes are used by syndromes (such as poison) as well as some restricted entity positions.  You can name them whatever you want.

[CREATURE_CLASS:GENERAL_POISON]

Some tags to control the overall infection behavior.

[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]

Attributes for dwarves are still described in terms of the median value below, but the actual game effects are altered according to the raw numbers.  The numbers are different percentile values.  1000 is the human median for all attributes, so dwarven strength, for instance, has a higher median of 1250, although they suffer from their smaller size.

[PHYS_ATT_RANGE:STRENGTH:450:950:1150:1250:1350:1550:2250]              +
[PHYS_ATT_RANGE:AGILITY:700:1200:1400:1500:1600:1800:2500]              ++
[PHYS_ATT_RANGE:TOUGHNESS:150:600:800:900:1000:1100:1500]               -
[MENT_ATT_RANGE:ANALYTICAL_ABILITY:700:1200:1400:1500:1600:1800:2500]   ++
[MENT_ATT_RANGE:FOCUS:450:950:1150:1250:1350:1550:2250]                 +
[MENT_ATT_RANGE:CREATIVITY:700:1200:1400:1500:1600:1800:2500]           ++
[MENT_ATT_RANGE:PATIENCE:0:400:600:750:800:900:1100]                    --
[MENT_ATT_RANGE:MEMORY:1250:1500:1750:2000:2500:3000:5000]              +++
[MENT_ATT_RANGE:SPATIAL_SENSE:700:1200:1400:1500:1600:1800:2500]        ++

These tags establish the growth phases of the creature's life.  The format is (BODY_SIZE|<year>|<day>|<average size>).

[BODY_SIZE:0:0:4500]
[BODY_SIZE:9:500:20000]
[BODY_SIZE:12:0:100000]

These body modifiers give individual dwarves different characteristics.  In the case of HEIGHT, BROADNESS and LENGTH, the modifier is also a percentage change to the BODY_SIZE of the individual creature.  The seven numbers afterward give a distribution of ranges.  Each interval has an equal chance of occurring.

[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]

In order to set properties for body parts, first you select them.  In this case, we select all body parts of category EYE, then we add a few modifiers to them.

[SET_BP_GROUP:BY_CATEGORY:EYE]
[BP_APPEARANCE_MODIFIER:CLOSE_SET:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:DEEP_SET:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:ROUND_VS_NARROW:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:LARGE_IRIS:25:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]

[SET_BP_GROUP:BY_CATEGORY:LIP]
[BP_APPEARANCE_MODIFIER:THICKNESS:50:70:90:100:110:130:200]
[APP_MOD_NOUN:lips:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:150:190]

[SET_BP_GROUP:BY_CATEGORY:NOSE]
[BP_APPEARANCE_MODIFIER:BROADNESS:25:70:90:100:110:130:200]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[BP_APPEARANCE_MODIFIER:LENGTH:25:70:90:100:110:130:200]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[BP_APPEARANCE_MODIFIER:UPTURNED:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:CONVEX:0:70:90:100:110:130:200]
[APP_MOD_NOUN:nose bridge:SINGULAR]

[SET_BP_GROUP:BY_CATEGORY:EAR]
[BP_APPEARANCE_MODIFIER:SPLAYED_OUT:0:70:90:100:110:130:200]
[APP_MOD_NOUN:ears:PLURAL]
[BP_APPEARANCE_MODIFIER:HANGING_LOBES:0:70:90:100:110:130:200]
[APP_MOD_NOUN:ears:PLURAL]
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_NOUN:ears:PLURAL]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_NOUN:ears:PLURAL]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]

[SET_BP_GROUP:BY_CATEGORY:TOOTH]
[BP_APPEARANCE_MODIFIER:GAPS:0:70:90:100:110:130:200]
[APP_MOD_NOUN:teeth:PLURAL]

[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]

These are as before.

[MAXAGE:350:500]

Attack definitions are formatted as follows:

[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:punch:punches]

This means that the attack will use as much of the available tissue as possible, rather than, say, thrusting with a spike.

[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]

This causes all of the nails on the finger's of a given grasp to be used.

[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]

This causes all of the teeth on a given head to be used.

[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]

Here, GENERAL_BABY_NAME is at the creature level, and BABYNAME is at the caste level.  These names could be gender-specific but aren't right now.

[BABY:1]
[GENERAL_BABY_NAME:aurkin baby:aurkin babies]
[BABYNAME:dwarven baby:dwarven babies]
[CHILD:12]
[GENERAL_CHILD_NAME:aurkin child:aurkin children]
[CHILDNAME:aurkin child:aurkin children]
[EQUIPS]
[DIURNAL]

This is the new format for making specific unit names for a creature.  Any unit token can be used.  If you want to add a caste-specific profession name, use CASTE_PROFESSION_NAME instead, once the caste has been declared.

[SPEECH:dwarf.txt]
[HOMEOTHERM:10067]
[SWIMS_LEARNED][SWIM_SPEED:2500]
[PERSONALITY:IMMODERATION:0:25:50]
[PERSONALITY:VULNERABILITY:0:40:60]
[PERSONALITY:STRAIGHTFORWARDNESS:0:20:50]
[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]
[SPOUSE_CONVERSION_TARGET]

Now we'll declare the specific castes.

[CASTE:FEMALE]
The gender tag lets it know how breeding works.
[FEMALE]
[MULTIPLE_LITTER_RARE]
To add beards, put square brackets around the following:
BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS
[CASTE:MALE]
[MALE]
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]

This command lets you select all of the castes again.

[SELECT_CASTE:ALL]

Now we'll select all of the hair tissue layers we can find so that we can add colorations to them.  Even if the castes have different tissue layers, it'll find the layers and establish modifiers for each of the castes properly.

[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]

A color modifier takes a list of color patterns (every color is associated to a monotone color pattern of its color, so you can also use color tokens) and frequencies.

[TL_COLOR_MODIFIER:BURNT_SIENNA:1:CHESTNUT:1:CINNAMON:1:COPPER:1:DARK_CHESTNUT:1:DARK_TAN:1:ECRU:1:FLAX:1:GOLD:1:GOLDEN_YELLOW:1:GOLDENROD:1:OCHRE:1:PALE_CHESTNUT:1:PUMPKIN:1:RUSSET:1:SAFFRON:1:SEPIA:1:TAN:1:TAUPE_GRAY:1:1:TAUPE_PALE:1:TAUPE_SANDY:1]
[TLCM_NOUN:hair:SINGULAR]

Now we'll select the eyebrows and eyelashes and give them variable lengths.

[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]
[TISSUE_LAYER_APPEARANCE_MODIFIER:DENSE:50:80:90:100:110:120:150]
[APP_MOD_NOUN:eyebrows:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]
[TISSUE_LAYER_APPEARANCE_MODIFIER:HIGH_POSITION:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyebrows:PLURAL]

[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]

All of the other hair is selected and started at length zero.  It's fine to group them all together like this -- the creature can still accomodate different lengths once hair cutting/styling goes in.  I used one modifier here because the growth rates and starting length are all the same.

[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_NOUN:hair:SINGULAR]

Here we set the growth rate.  This will change the modifier (LENGTH) by 1 each day up to a maximum of 1000 from the start of the dwarf's life (early beards!) for as long as the dwarf is alive.  The format is (APP_MOD_RATE|<rate>|<scale>|<min>|<max>|<start year>|<start day>|<end year>|<end day>) where the final two tokens can be replaced by NO_END if the growth is to continue indefinitely.

[APP_MOD_RATE:1:DAILY:0:1000:0:0:NO_END]
[APP_MOD_DESC_RANGE:10:25:75:125:200:300]

[TISSUE_LAYER_APPEARANCE_MODIFIER:CURLY:0:70:90:100:110:130:200]
[APP_MOD_NOUN:hair:SINGULAR]
[TISSUE_LAYER_APPEARANCE_MODIFIER:GREASY:0:70:90:100:110:130:200]
[APP_MOD_NOUN:hair:SINGULAR]
[TISSUE_LAYER_APPEARANCE_MODIFIER:DENSE:50:80:90:100:110:120:150]
[APP_MOD_NOUN:hair:SINGULAR]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]

[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[TISSUE_STYLE_UNIT:HAIR:STANDARD_HAIR_SHAPINGS]
[TSU_NOUN:hair:SINGULAR]

[SET_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]
[TISSUE_STYLE_UNIT:BEARD:STANDARD_BEARD_SHAPINGS]
[TSU_NOUN:beard:SINGULAR]

[SET_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]
[TISSUE_STYLE_UNIT:MOUSTACHE:STANDARD_MOUSTACHE_SHAPINGS]
[TSU_NOUN:moustache:SINGULAR]

[SET_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
[TISSUE_STYLE_UNIT:SIDEBURNS:STANDARD_SIDEBURNS_SHAPINGS]
[TSU_NOUN:sideburns:PLURAL]

Here we handle nail length.

*** need a new style to keep these short and need to make the entity def say to keep them short
SET_TL_GROUP:BY_CATEGORY:FINGER:NAIL]
PLUS_TL_GROUP:BY_CATEGORY:TOE:NAIL]
TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:100:100:100:100:100:100:100]
APP_MOD_RATE:1:DAILY:0:1000:0:0:NO_END]
APP_MOD_NOUN:nails:PLURAL]

Here all of the skin is selected and various colors are listed.

[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER:ECRU:1:PALE_PINK:1:PEACH:1:PINK:1:SEPIA:1:TAUPE_PALE:1]
[TLCM_NOUN:skin:SINGULAR]

[TISSUE_LAYER_APPEARANCE_MODIFIER:WRINKLY:0:0:0:0:0:0:0]
[APP_MOD_RATE:1:YEARLY:0:100:60:0:NO_END]
[APP_MOD_NOUN:skin:SINGULAR]
[APP_MOD_DESC_RANGE:0:0:0:1:25:50]

Now we do the eyes, using the somewhat clunky eye color patterns.

[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:IRIS_EYE_AMETHYST:1:IRIS_EYE_AQUAMARINE:1:IRIS_EYE_COBALT:1]
[TLCM_NOUN:eyes:PLURAL]

and i have no idea how. the tissue is located (as of now) in the "tissue_template_default" folder.

11
DF Modding / Re: applying new templates to creatures
« on: June 05, 2011, 07:50:04 pm »
bumped because I'm stuck without this info.

12
DF Modding / applying new templates to creatures
« on: June 05, 2011, 01:29:58 pm »
How would one go about this? I'm trying to add a new bone template to a creature, but i don't know the appropriate tag, and the wiki isn't very beginning modder friendly. Thanks in advance!

13
DF Modding / Re: Stone Golem help? (Question answered)
« on: December 21, 2010, 12:10:30 pm »
Will that work for stone hauling, food hauling, etc.???

14
DF General Discussion / Re: IT LIIIIIIVES!
« on: December 20, 2010, 01:51:06 pm »
Well, there done. I call them "failure" as I can't get them to do what I originally built them for, but here's the link:

http://www.bay12forums.com/smf/index.php?topic=73282.0

Just follow the directions there and you will have Stone Golems available to you in Fort mode. (they make a semi-decent war beast, at least)

15
DF Modding / Re: Natural Tunneling without Tools?
« on: December 20, 2010, 11:06:43 am »
Yes, tags are over riden, but only if you do it right for some. For example, if you use [COLOR:x:y:z] then to over ride in a caste you need [CASTE_COLOR:x:y:z], but something like body tissue dosn't need a caste specific tag.

THANK YOU! I had been trying to do this for flavor with my Golems.

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