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Messages - Khalvin

Pages: [1] 2 3 4
1
Mod Releases / Re: [44.12] Dog Breeds v5.0
« on: November 04, 2019, 07:59:59 am »
If you plan on adding more Breeds, may I suggest Weimaraners

2
Mod Releases / Re: [44.12] Fishing Expanded v1.1
« on: November 04, 2019, 07:29:57 am »
What does this new Workshop do that the Fishery doesn't?

Don't Glass Furnaces already produce Aquariums?

Great mod, I love the Dog Breeds too. I'm just curious

3
DF General Discussion / Re: *We need your help with game ending stress*
« on: November 04, 2019, 02:33:23 am »
Long Term player,

My observation is that my dwarfs are not able to experience enough positive thoughts to make up for even the mundane negative thoughts. Once a dwarf is going sour, the effort to redeem them threatens the sanity of rest of the fort, meaning a slightly grumpy dwarf is enough of a liability they should be disposed of. Tantrums are just that debilitating.

I dig my forts into the side of a cliff with a waterfall to make use of the free mist generation. I would typically depend on Fisherdwarves and build my animal pens and butcher/tanner above ground.
The Rain thoughts send my dwarves insane over the course of a few seasons. These unhappy dwarves are the first to spiral into tantrums if I haven't had a siege or were-beast attack.
This is with a Legendary Dinning Hall, Mist generating waterfall on the way to that dinning hall and large bedrooms and clothing for every dwarf.
Once a dwarf has been killed, my fort is essentially over. The reaction of seeing a fellow citizen die of their dead corpse being hauled to the Corpse Stockpile hidden behind a wall is enough to send one or more dwarves into tantrums and at this point five to ten dwarves are beating each other up.
Locking them up for their crime didn't prevent the victim from experiencing the attack.

Honestly I think the minor stresses are having too much an impact into the system. Dwarves should quickly get used to dealing with minor frustrations like rain and cold. Much like they used to.
Unfortunately none of this stress is offset by any amount of consistent good thoughts.
Dwarves have no care about the quality of their food, If they are working they only become upset they aren't socializing or worshiping or fighting or reading. If they are reading they only get upset they are not socializing or worshiping or fighting or working.
If they have family outside the fort they miss them, but I have no way of inviting that family to come to the fort or even visit.

Museums and Sculpture Gardens, tombs and Memorial Halls are just not doing anything themselves to effectively meet any needs. The are largely ornamental.
Zach, try playing longer than three years in a embark that is relatively boring and see if you can get any dwarves to stay above negative stress. Sure, the dwarves may maintain a steady level of low stress that withers away into depression, but why aren't they becoming happier?
Perhaps there is a disconnect between how you and Tarn expect the game to work and how we as players are thinking it should work. We expect dwarves to eventually become moderately happy if their needs are met, not just above tipping into insanity.

This is how I expected the system to function in a void of having any extreme trauma or happy surprises.

  • Ecstatic: Dwarf has all their physical needs met (Food, Alcohol, Cloths, and a bed) over a reasonable stretch of time with several high quality things like an exceptional lavish meal and their own spacious bedroom, they work their preferred job plus they can pray in a temple to a deity they directly worship.
  • Very Happy: Dwarf has all their physical needs met (Food, Alcohol, Cloths, and a bed) over a reasonable stretch of time plus their preferred job and a place to either pray or think.
  • Happy: Dwarf has all their physical needs met (Food, Alcohol, Cloths, and a bed) over a reasonable stretch of time plus any job of any kind whether they prefer it or not, there isn't a temple to pray at.
  • Okay: Dwarf has at least three of their physical needs met (Food, Alcohol, Cloths, and a bed) over a reasonable stretch of time, they occasionally have a job in a year.
  • Unhappy: Dwarf has only two of their physical needs met (Food, Alcohol, Cloths, and a bed) over a reasonable stretch of time, they occasionally have a job in a year.
  • Angry: Dwarf has only one of their physical needs met (Food, Alcohol, Cloths, and a bed) over a reasonable stretch of time, they don't have a job for a long period of time.
  • Insane: The Dwarf was angry and experienced some type of trauma. This could include having none of their physical needs being met in a reasonable amount of time.

According to the research done in the Wiki, There are a total of 44 positive emotions 69 negative emotions, and 7 neutral emotions
There are 8 very positive emotions and 12 very negative emotions. the next level 15 positive to 12 negative and next level is 9 positive to 21 negative and finally 11 good emotions to 24 bad emotions

I understand this imbalance alone doesn't create a problem, but it does show a preference for negative emotions in the system and a lack of positive emotions to make up for the bad experiences. Add to this that several positive interactions are broken such they they do not occur and several negative interactions are broken such that they duplicate themselves and no wonder the system is busted.

There are no positive thoughts related to clothing, combat, weather, crafting, animal training, or mining.
of those most will result a guaranteed negative thought.

This will only complicate the Treason system Tarn is working on. If this isn't fixed you might as well rename the game Treason Fortress.

4
DF General Discussion / Re: *We need your help to save the noobs!*
« on: November 04, 2019, 12:39:57 am »
This is epic Zach! Thanks for taking on this deluge of information.

My wife volunteered to be a guinea pig. She has been interested in playing after watching some Youtube videos with me. So I explained some of the basic controls and then stepped back and took notes on what she did. I told her I would answers her direct questions and I would try not be leading in my answer. My hope was be quick resource to overcome the issue you and Tarn are already going to address, such as the UI.

She jumped right past the embark screens to get straight into playing because she did know they would be very important. Lucky for her she landed on an okay, temperate location without an aquifer and little rain.

she began digging an entrance hall into the hill and was immediately confused with understanding what 'inside' and what was 'outside'.
She next had trouble moving up and down z-levels, she at first she thought the game was throwing her around the map when she would press '>' and '<'. Once she understood the yellow X cursor stayed put when moving up and down, she quickly got to work designating a central stair with branching chambers.

She became frustrated with only having two miners digging. She asked me how to designate more miners which lead to a second explanation of the menus.
She was then confused when the newly appointed miners didn't do anything. I had to explain that miners needed picks to dig. And that she only had two picks.

She next determined to make a farm space and reasoned it should be as deep as possible. When she went to build the Farm Plot. The Build Menu reported that the rough stone area she wanted to build on (needs soil or mud, mud is left by water) according to the UI.

After thinks on that Tooltip. She decided to dig a shaft from the farm area to an above ground pool. her intention was to funnel the water down to her farm. The dig job was set to happen underneath the pool and when the miners reported (Damp Stone Detected) she assumed they would stop digging. She set a new tunnel to dig from the side, planning on channeling it down into the first tunnel.
Instead the newly opened pool flooded into the fortress before the channel operation occurred, pouring water away from the farm below.
Exasperated, she has decided to try again another time and has gone to bed. Here is an honest reaction from a seasoned gamer playing DF for the first time on an ideal Embark(by chance mind you.)

To sum up, the Tool Tips helped her understand why she couldn't do something so long as the tool tip was clear. I know this echoes what a lot of previous posts have said.
Also, all of the most important information is hidden behind seemingly unimportant UI screens. Had the Embark screens been more focused, she may have spent more time being careful. But she saw all of the information there and said "I'm just going to start."
While I was explaining the systems, she asked repeatedly what the difference between the Build menu, the Designation Menu, the Stockpiles Menu, and the Zones Menu was. For her, she expected these to all be the same Menu. She also repeatedly pointed out that different Menus that seem to do similar things all have radically different controls.

5
DF General Discussion / Re: Future of the Fortress
« on: November 03, 2019, 04:48:48 am »
Will Museums, Sculpture Gardens, and Tombs/Memorial Halls eventually operate in the same system as the Taverns, Libraries, and Temples?
Will we see social events like marriages and funerals in Temples like we see spontaneous Performances in Taverns?

6
DF Dwarf Mode Discussion / Re: newbie on dwarf mode,donīt understand
« on: November 03, 2019, 03:51:24 am »
Do you have any specific questions? Getting started is a broad subject.

7
DF Modding / Re: New Release RAW Updates: 0.44.10[MEMORIES]
« on: May 05, 2018, 04:15:29 pm »
Playing a outdated  creature in 44.10 in adventure mode. No issues so far.
Now off to fortress mode.

8
DF Modding / Re: New Release RAW Updates: 0.44.10[MEMORIES]
« on: May 05, 2018, 03:32:45 pm »
Oh, yeah! thanks. I'm going to throw this modded entity creature from .09 into the RAW unchanged and see what happens.

9
DF Modding / New Release RAW Updates: 0.44.10[MEMORIES]
« on: May 05, 2018, 03:18:12 pm »
This thread is to discuss any changes to the RAW file following the most recent release.
I went looking for any such info and didn't see an existing thread for this.
So I did the research myself and it here for anyone coming behind me.

A lasting Memory of my discoveries if you will.


I went through the RAW creature_standard comparing it to the last release and didn't find any changes to the creature definitions for the vanilla races. (Nor any to the other defs)
I'm still snooping so this needs testing. But I suspect that the new memory array is hooked onto [INTELLIGENT] which was already defined in creature_standard.
If anyone has anything new they found, please share!

I'm tentatively testing the update to my existing creature and entity Mods and will report any errors that crop up.

10
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: April 28, 2018, 07:18:07 pm »
That seems to have fixed it.

I set the Entity to Start in Lake, Ocean, River, and Wetland.

A hamlet spawned on a Coast and the Trolls called it the Water of Disemboweling.
Another civ popped up in a swamp with two towns. And even more as I search the XML dump in Legends Viewer

This is interesting. I have not found any spawning in Lakes.

11
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: April 28, 2018, 06:27:50 pm »
yes, it shows up and acts normally in Arena mode and if addedas [CREATURE:CIVTROLL] to standard vanilla entities, specifically Human and Goblin.

12
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: April 28, 2018, 05:44:18 pm »
I'm having an issue getting this Entity to show up in new gen'ed worlds
I have set this Creature to existing Human and Goblin Entities and have seen it gen both as expected.
I just cant figure out how I screwed up this Entity object that causes it not to show up.

If anyone can help, it would be much appreciated.

Code: [Select]
entity_troll

[OBJECT:ENTITY]

[ENTITY:RIVER]
[ALL_MAIN_POPS_CONTROLLABLE]
[CREATURE:CIVTROLL]
[TRANSLATION:DWARF]

[DIGGER:ITEM_WEAPON_PICK]
[WEAPON:ITEM_WEAPON_AXE_BATTLE]
[WEAPON:ITEM_WEAPON_HAMMER_WAR]
[WEAPON:ITEM_WEAPON_SWORD_SHORT]
[WEAPON:ITEM_WEAPON_SWORD_LONG]
[WEAPON:ITEM_WEAPON_SPEAR]
[WEAPON:ITEM_WEAPON_BOW]
[WEAPON:ITEM_WEAPON_MACE]
[WEAPON:ITEM_WEAPON_CROSSBOW]
[AMMO:ITEM_AMMO_BOLTS]
[WEAPON:ITEM_WEAPON_AXE_TRAINING]
[WEAPON:ITEM_WEAPON_SWORD_SHORT_TRAINING]
[WEAPON:ITEM_WEAPON_SPEAR_TRAINING]
[ARMOR:ITEM_ARMOR_BREASTPLATE:COMMON]
[ARMOR:ITEM_ARMOR_MAIL_SHIRT:COMMON]
[ARMOR:ITEM_ARMOR_LEATHER:COMMON]
[ARMOR:ITEM_ARMOR_COAT:COMMON]
[ARMOR:ITEM_ARMOR_SHIRT:COMMON]
[ARMOR:ITEM_ARMOR_CLOAK:COMMON]
[ARMOR:ITEM_ARMOR_TUNIC:COMMON]
[ARMOR:ITEM_ARMOR_TOGA:UNCOMMON]
[ARMOR:ITEM_ARMOR_VEST:COMMON]
[ARMOR:ITEM_ARMOR_DRESS:COMMON]
[ARMOR:ITEM_ARMOR_ROBE:COMMON]
[HELM:ITEM_HELM_HELM:COMMON]
[HELM:ITEM_HELM_CAP:COMMON]
[HELM:ITEM_HELM_HOOD:COMMON]
[GLOVES:ITEM_GLOVES_GAUNTLETS:COMMON]
[GLOVES:ITEM_GLOVES_GLOVES:COMMON]
[GLOVES:ITEM_GLOVES_MITTENS:COMMON]
[SHOES:ITEM_SHOES_SHOES:COMMON]
[SHOES:ITEM_SHOES_BOOTS:COMMON]
[SHOES:ITEM_SHOES_BOOTS_LOW:COMMON]
[SHOES:ITEM_SHOES_SOCKS:COMMON]
[PANTS:ITEM_PANTS_PANTS:COMMON]
[PANTS:ITEM_PANTS_GREAVES:COMMON]
[PANTS:ITEM_PANTS_LEGGINGS:COMMON]
[SHIELD:ITEM_SHIELD_SHIELD]
[SHIELD:ITEM_SHIELD_BUCKLER]
[SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]
[TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]
[TRAPCOMP:ITEM_TRAPCOMP_ENORMOUSCORKSCREW]
[TRAPCOMP:ITEM_TRAPCOMP_SPIKEDBALL]
[TRAPCOMP:ITEM_TRAPCOMP_LARGESERRATEDDISC]
[TRAPCOMP:ITEM_TRAPCOMP_MENACINGSPIKE]
[TOY:ITEM_TOY_PUZZLEBOX]
[TOY:ITEM_TOY_BOAT]
[TOY:ITEM_TOY_HAMMER]
[TOY:ITEM_TOY_AXE]
[TOY:ITEM_TOY_MINIFORGE]
[TOOL:ITEM_TOOL_NEST_BOX]
[TOOL:ITEM_TOOL_JUG]
[TOOL:ITEM_TOOL_LARGE_POT]
[TOOL:ITEM_TOOL_HIVE]
[TOOL:ITEM_TOOL_MINECART]
[TOOL:ITEM_TOOL_WHEELBARROW]
[TOOL:ITEM_TOOL_STEPLADDER]
[TOOL:ITEM_TOOL_SCROLL_ROLLERS]
[TOOL:ITEM_TOOL_BOOK_BINDING]
[TOOL:ITEM_TOOL_SCROLL]
[TOOL:ITEM_TOOL_QUIRE]
[TOOL:ITEM_TOOL_BOOKCASE]
[TOOL:ITEM_TOOL_PEDESTAL]
[TOOL:ITEM_TOOL_DISPLAY_CASE]
[CLOTHING]

[CURRENCY_BY_YEAR]
[CURRENCY:COPPER:1]
[CURRENCY:SILVER:5]
[CURRENCY:GOLD:15]

[SELECT_SYMBOL:WAR:NAME_WAR]
[SUBSELECT_SYMBOL:WAR:ASSERTIVE]
[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]
[SELECT_SYMBOL:REMAINING:ARTIFICE]
[SELECT_SYMBOL:REMAINING:DARKNESS]
[SELECT_SYMBOL:REMAINING:COLOR]

[CULL_SYMBOL:ALL:DOMESTIC]
[CULL_SYMBOL:ALL:FLOWERY]
[CULL_SYMBOL:ALL:HOLY]
[CULL_SYMBOL:ALL:PEACE]

[RIVER_PRODUCTS]
[OCEAN_PRODUCTS]
[METAL_PREF]
[GEM_PREF]
[STONE_PREF]
[OUTDOOR_WOOD]
[OUTDOOR_FARMING]
[OUTDOOR_GARDENS]
[USE_ANY_PET_RACE]
[USE_ANIMAL_PRODUCTS]
[USE_MISC_PROCESSED_WOOD_PRODUCTS]
[EQUIPMENT_IMPROVEMENTS]
[ART_IMAGE_ELEMENT_MODIFIER:PLANT:64]
[ART_IMAGE_ELEMENT_MODIFIER:TREE:64]
[ITEM_IMPROVEMENT_MODIFIER:RINGS_HANGING:64]
[ITEM_IMPROVEMENT_MODIFIER:BANDS:384]
[ITEM_IMPROVEMENT_MODIFIER:SPIKES:384]
[FRIENDLY_COLOR:1:0:1]
[UNDEAD_CANDIDATE]
[DEFAULT_SITE_TYPE:CITY]
[BUILDS_OUTDOOR_FORTIFICATIONS]
[BUILDS_OUTDOOR_TOMBS]
[LIKES_SITE:CITY]
[TOLERATES_SITE:CITY]
[TOLERATES_SITE:CAVE_DETAILED]

[EXCLUSIVE_START_BIOME:ANY_LAKE]
[SETTLEMENT_BIOME:ANY_LAKE]
[SETTLEMENT_BIOME:ANY_RIVER]
[SETTLEMENT_BIOME:ANY_OCEAN]

[BIOME_SUPPORT:ANY_LAKE:12]
[BIOME_SUPPORT:ANY_RIVER:2]
[BIOME_SUPPORT:ANY_OCEAN:5]
[BIOME_SUPPORT:ANY_WETLAND:1]
[BIOME_SUPPORT:ANY_TROPICAL_FOREST:1]
[BIOME_SUPPORT:MOUNTAIN:2]

[DIPLOMAT_BODYGUARDS]
[MERCHANT_BODYGUARDS]
[PROGRESS_TRIGGER_TRADE:3]
[PROGRESS_TRIGGER_POP_SIEGE:0]
[PROGRESS_TRIGGER_PROD_SIEGE:4]
[PROGRESS_TRIGGER_TRADE_SIEGE:0]
[ACTIVE_SEASON:SPRING]
[ACTIVE_SEASON:AUTUMN]
[AMBUSHER]
[SIEGER]
[ITEM_THIEF]
[MAX_STARTING_CIV_NUMBER:100]
[MAX_POP_NUMBER:10000]
[MAX_SITE_POP_NUMBER:120]

[RELIGION:PANTHEON]
[RELIGION_SPHERE:DUTY]
[RELIGION_SPHERE:DEATH]
[RELIGION_SPHERE:DARKNESS]
[RELIGION_SPHERE:BEAUTY]
[RELIGION_SPHERE:CHAOS]
[RELIGION_SPHERE:REVENGE]
[RELIGION_SPHERE:LUCK]
[RELIGION_SPHERE:MISERY]
[RELIGION_SPHERE:RAINBOWS]
[RELIGION_SPHERE:SCHOLARSHIP]
[RELIGION_SPHERE:WEALTH]
[RELIGION_SPHERE:STRENGTH]

[WANDERER]
[BEAST_HUNTER]
[SCOUT]
[MERCENARY]
[SCHOLAR:ALL]
[BANDITRY:15]
LOCAL_BANDITRY
[PERMITTED_JOB:MINER]
[PERMITTED_JOB:CARPENTER]
[PERMITTED_JOB:BOWYER]
[PERMITTED_JOB:WOODCUTTER]
[PERMITTED_JOB:ENGRAVER]
[PERMITTED_JOB:MASON]
[PERMITTED_JOB:ANIMAL_CARETAKER]
[PERMITTED_JOB:ANIMAL_TRAINER]
[PERMITTED_JOB:HUNTER]
[PERMITTED_JOB:TRAPPER]
[PERMITTED_JOB:ANIMAL_DISSECTOR]
[PERMITTED_JOB:FURNACE_OPERATOR]
[PERMITTED_JOB:WEAPONSMITH]
[PERMITTED_JOB:ARMORER]
[PERMITTED_JOB:BLACKSMITH]
[PERMITTED_JOB:METALCRAFTER]
[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:MECHANIC]
[PERMITTED_JOB:SIEGE_ENGINEER]
[PERMITTED_JOB:SIEGE_OPERATOR]
[PERMITTED_JOB:PUMP_OPERATOR]
[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]

[PERMITTED_BUILDING:SOAP_MAKER]
[PERMITTED_BUILDING:SCREW_PRESS]
[PERMITTED_REACTION:TAN_A_HIDE]
[PERMITTED_REACTION:RENDER_FAT]
[PERMITTED_REACTION:MAKE_SOAP_FROM_TALLOW]
[PERMITTED_REACTION:MAKE_SOAP_FROM_OIL]
[PERMITTED_REACTION:MAKE_PEARLASH]
[PERMITTED_REACTION:MAKE_PLASTER_POWDER]
[PERMITTED_REACTION:MAKE_QUICKLIME]
[PERMITTED_REACTION:MAKE_MILK_OF_LIME]
[PERMITTED_REACTION:MAKE_PARCHMENT]
[PERMITTED_REACTION:MAKE_SCROLL]
[PERMITTED_REACTION:MAKE_QUIRE]
[PERMITTED_REACTION:MAKE_SHEET_FROM_PLANT]
[PERMITTED_REACTION:MAKE_SLURRY_FROM_PLANT]
[PERMITTED_REACTION:PRESS_PLANT_PAPER]
[PERMITTED_REACTION:BIND_BOOK]
[PERMITTED_REACTION:MILL_SEEDS_NUTS_TO_PASTE]
[PERMITTED_REACTION:MAKE_CLAY_JUG]
[PERMITTED_REACTION:MAKE_CLAY_BRICKS]
[PERMITTED_REACTION:MAKE_CLAY_STATUE]
[PERMITTED_REACTION:MAKE_LARGE_CLAY_POT]
[PERMITTED_REACTION:MAKE_CLAY_CRAFTS]
[PERMITTED_REACTION:GLAZE_JUG]
[PERMITTED_REACTION:GLAZE_STATUE]
[PERMITTED_REACTION:GLAZE_LARGE_POT]
[PERMITTED_REACTION:GLAZE_CRAFT]
[PERMITTED_REACTION:PRESS_OIL]
[PERMITTED_REACTION:PRESS_OIL_FRUIT]
[PERMITTED_REACTION:MAKE_CLAY_HIVE]
[PERMITTED_REACTION:PRESS_HONEYCOMB]
[PERMITTED_REACTION:MAKE_WAX_CRAFTS]
[PERMITTED_REACTION:BREW_DRINK_FROM_PLANT]
[PERMITTED_REACTION:BREW_DRINK_FROM_PLANT_GROWTH]
[PERMITTED_REACTION:MAKE_MEAD]
[PERMITTED_REACTION:PROCESS_PLANT_TO_BAG]
[PERMITTED_REACTION:BITUMINOUS_COAL_TO_COKE]
[PERMITTED_REACTION:LIGNITE_TO_COKE]
[PERMITTED_REACTION:BRASS_MAKING]
[PERMITTED_REACTION:BRASS_MAKING2]
[PERMITTED_REACTION:BRONZE_MAKING]
[PERMITTED_REACTION:BRONZE_MAKING2]
[PERMITTED_REACTION:ELECTRUM_MAKING]
[PERMITTED_REACTION:ELECTRUM_MAKING2]
[PERMITTED_REACTION:BILLON_MAKING]
[PERMITTED_REACTION:BILLON_MAKING2]
[PERMITTED_REACTION:PEWTER_FINE_MAKING]
[PERMITTED_REACTION:PEWTER_FINE_MAKING2]
[PERMITTED_REACTION:PEWTER_TRIFLE_MAKING]
[PERMITTED_REACTION:PEWTER_TRIFLE_MAKING2]
[PERMITTED_REACTION:PEWTER_LAY_MAKING]
[PERMITTED_REACTION:PIG_IRON_MAKING]
[PERMITTED_REACTION:STEEL_MAKING]
[PERMITTED_REACTION:NICKEL_SILVER_MAKING]
[PERMITTED_REACTION:BLACK_BRONZE_MAKING]
[PERMITTED_REACTION:STERLING_SILVER_MAKING]
[PERMITTED_REACTION:ROSE_GOLD_MAKING]
[PERMITTED_REACTION:BISMUTH_BRONZE_MAKING]
[PERMITTED_REACTION:ADAMANTINE_WAFERS]
[PERMITTED_REACTION:MAKE WOODEN DISPLAY CASE]

[WORLD_CONSTRUCTION:BRIDGE]
[WORLD_CONSTRUCTION:ROAD]
[WORLD_CONSTRUCTION:TUNNEL]
[WORLD_CONSTRUCTION:WALL]

[ASSAULT:PERSONAL_MATTER]
[EAT_SAPIENT_KILL:ACCEPTABLE]
[EAT_SAPIENT_OTHER:ACCEPTABLE]
[KILL_ANIMAL:ACCEPTABLE]
[KILL_ENEMY:REQUIRED]
[KILL_ENTITY_MEMBER:JUSTIFIED_IF_SELF_DEFENSE]
[KILL_NEUTRAL:JUSTIFIED_IF_SELF_DEFENSE]
[KILL_PLANT:ACCEPTABLE]
[LYING:JUSTIFIED_IF_SELF_DEFENSE]
[MAKE_TROPHY_ANIMAL:ACCEPTABLE]
[MAKE_TROPHY_SAME_RACE:PERSONAL_MATTER]
[MAKE_TROPHY_SAPIENT:ACCEPTABLE]
[OATH_BREAKING:PUNISH_CAPITAL]
[SLAVERY:PERSONAL_MATTER]
[THEFT:PERSONAL_MATTER]
[TORTURE_ANIMALS:PUNISH_SERIOUS]
[TORTURE_AS_EXAMPLE:JUSTIFIED_IF_GOOD_REASON]
[TORTURE_FOR_FUN:APPALLING]
[TORTURE_FOR_INFORMATION:JUSTIFIED_IF_GOOD_REASON]

[VALUE:LAW:15]
[VALUE:LOYALTY:10]
[VALUE:FAMILY:-25]
[VALUE:FRIENDSHIP:15]
[VALUE:POWER:35]
[VALUE:TRUTH:15]
[VALUE:CUNNING:35]
[VALUE:ELOQUENCE:15]
[VALUE:FAIRNESS:0]
[VALUE:DECORUM:0]
[VALUE:TRADITION:0]
[VALUE:ARTWORK:35]
[VALUE:COOPERATION:0]
[VALUE:INDEPENDENCE:50]
[VALUE:STOICISM:35]
[VALUE:KNOWLEDGE:35]
[VALUE:INTROSPECTION:15]
[VALUE:SELF_CONTROL:0]
[VALUE:TRANQUILITY:0]
[VALUE:HARMONY:0]
[VALUE:MERRIMENT:0]
[VALUE:CRAFTSMANSHIP:15]
[VALUE:MARTIAL_PROWESS:35]
[VALUE:SKILL:35]
[VALUE:HARD_WORK:15]
[VALUE:SACRIFICE:35]
[VALUE:COMPETITION:40]
[VALUE:PERSEVERANCE:40]
[VALUE:LEISURE_TIME:-10]
[VALUE:COMMERCE:10]
[VALUE:ROMANCE:35]
[VALUE:NATURE:-15]
[VALUE:PEACE:-15]

[WILL_ACCEPT_TRIBUTE]
[INVADERS_IGNORE_NEUTRALS]

[LAND_HOLDER_TRIGGER:1:20:10000:100000]
[LAND_HOLDER_TRIGGER:2:20:20000:200000]
[LAND_HOLDER_TRIGGER:3:20:30000:300000]


[POSITION:JUGGALO]
[NAME:subjuggulator:subjuggulator]
[NUMBER:AS_NEEDED]
[SITE]
[REQUIRES_MARKET]
[RESPONSIBILITY:RELIGION]
[RESPONSIBILITY:LAW_ENFORCEMENT]
[SQUAD:2:acoblyte:acoblyte]
[MENIAL_WORK_EXEMPTION]
[PUNISHMENT_EXEMPTION]
[APPOINTED_BY:TYANT]
[REPLACED_BY:ACOBLYTE]
[DETERMINES_COIN_DESIGN]
[PRECEDENCE:10]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[EXPORTED_IN_LEGENDS]
[COLOR:2:0:1]
[DUTY_BOUND]
[POSITION:EMPRINCESS]
[NAME:emprincess:emprincesses]
[NUMBER:1]
[RESPONSIBILITY:MILITARY_GOALS]
[RESPONSIBILITY:MILITARY_STRATEGY]
[COMMANDER:RANGER_CAPTAIN:ALL]
[MENIAL_WORK_EXEMPTION]
[PUNISHMENT_EXEMPTION]
[APPOINTED_BY:CONDESCE]
ALLOWED_CREATURE:FUSCHIA_FEMALE
[SUCCESSION:BY_HEIR]
[PRECEDENCE:5]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[EXPORTED_IN_LEGENDS]
[COLOR:3:0:1]
[DUTY_BOUND]
[POSITION:CONDESCE]
ALLOWED_CREATURE:FUSCHIA_FEMALE
[NAME:condescension:condesces]
[NUMBER:1]
[RULES_FROM_LOCATION]
[SUCCESSION:BY_POSITION:GENERAL]
[MENIAL_WORK_EXEMPTION]
[PUNISHMENT_EXEMPTION]
[APPOINTED_BY:TYRANNY]
[RESPONSIBILITY:LAW_MAKING]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[RESPONSIBILITY:MILITARY_GOALS]
[PRECEDENCE:1]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[EXPORTED_IN_LEGENDS]
[COLOR:7:0:1]
[DUTY_BOUND]
[POSITION:TYRANT]
[NAME:tyranny:tyranies]
[SITE]
[NUMBER:1]
[RULES_FROM_LOCATION]
[SUCCESSION:BY_POSITION:LEGISLACERATOR]
[RESPONSIBILITY:MEET_WORKERS]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[RESPONSIBILITY:MILITARY_GOALS]
[REQUIRES_POPULATION:50]
[RULES_FROM_LOCATION]
[APPOINTED_BY:CONDESCE]
[PRECEDENCE:3]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[POSITION:LEGISLACERATOR]
[NAME:legislacerator:legislacerators]
[SITE]
[NUMBER:1]
[SQUAD:10:threshecutioner:threshecutioners]
[RESPONSIBILITY:MEET_WORKERS]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[RESPONSIBILITY:MILITARY_GOALS]
[RESPONSIBILITY:EXECUTIONS]
[REQUIRES_POPULATION:50]
[RULES_FROM_LOCATION]
[APPOINTED_BY:TYRANT]
[PRECEDENCE:60]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[POSITION:DIPLITORATOR]
[NAME:diplitorator:diplitorators]
[NUMBER:1]
[SQUAD:3:laughsassin:laughsassins]
[RESPONSIBILITY:MAKE_INTRODUCTIONS]
[RESPONSIBILITY:MAKE_PEACE_AGREEMENTS]
[RESPONSIBILITY:MAKE_TOPIC_AGREEMENTS]
[APPOINTED_BY:CONDESCE]
[PRECEDENCE:70]
[DO_NOT_CULL]
[COLOR:7:0:1]
[MENIAL_WORK_EXEMPTION]
[SLEEP_PRETENSION]
[PUNISHMENT_EXEMPTION]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[POSITION:RUFFIAN]
[NAME:ruffiannihilator:ruffiannihilators]
[NUMBER:AS_NEEDED]
[SQUAD:10:cavalreaper:cavalreapers]
[RESPONSIBILITY:ATTACK_ENEMIES]
[RESPONSIBILITY:PATROL_TERRITORY]
[APPOINTED_BY:EMPRINCESS]
[PRECEDENCE:200]
[DO_NOT_CULL]
[DUTY_BOUND]

[TISSUE_STYLE:HAIR]
[TS_PREFERRED_SHAPING:STANDARD_HAIR_SHAPINGS]
[TISSUE_STYLE:SIDEBURNS]
[TS_PREFERRED_SHAPING:STANDARD_SIDEBURNS_SHAPINGS]

[STONE_SHAPE:OVAL_CABOCHON]
[STONE_SHAPE:ROUND_CABOCHON]
[STONE_SHAPE:CUSHION_CABOCHON]
[STONE_SHAPE:RECTANGULAR_CABOCHON]
[GEM_SHAPE:OVAL_CABOCHON]
[GEM_SHAPE:ROUND_CABOCHON]
[GEM_SHAPE:CUSHION_CABOCHON]
[GEM_SHAPE:RECTANGULAR_CABOCHON]
[GEM_SHAPE:POINT_CUT_GEM]
[GEM_SHAPE:TABLE_CUT_GEM]
[GEM_SHAPE:SINGLE_CUT_GEM]
[GEM_SHAPE:ROSE_CUT_GEM]
[GEM_SHAPE:BRIOLETTE_CUT_GEM]
[GEM_SHAPE:EMERALD_CUT_GEM]
[GEM_SHAPE:MARQUISE_CUT_GEM]
[GEM_SHAPE:OVAL_CUT_GEM]
[GEM_SHAPE:PEAR_CUT_GEM]
[GEM_SHAPE:SQUARE_BRILLIANT_CUT_GEM]
[GEM_SHAPE:RADIANT_CUT_GEM]
[GEM_SHAPE:TRILLION_CUT_GEM]
[GEM_SHAPE:ROUND_BRILLIANT_CUT_GEM]
[GEM_SHAPE:BAGUETTE_CUT_GEM]
[GEM_SHAPE:TAPERED_BAGUETTE_CUT_GEM]
[GEM_SHAPE:CUSHION_CUT_GEM]
[GEM_SHAPE:OCTAGON_CUT_GEM]
[GEM_SHAPE:SQUARE_CUT_GEM]

[GENERATE_KEYBOARD_INSTRUMENTS]
[GENERATE_STRINGED_INSTRUMENTS]
[GENERATE_WIND_INSTRUMENTS]
[GENERATE_PERCUSSION_INSTRUMENTS]
[GENERATE_POETIC_FORMS]
[GENERATE_MUSICAL_FORMS]
[GENERATE_DANCE_FORMS]

13
Perhaps we should have a 'vault' structure that acts in that purpose.

It would be neat if it could be robbed by thieves and 'broken' by construction wreckers.

When broken, rather then drop it's stored coinage it acts as bin for its wealth. Coins remain abstract until withdrawn by The bank-dwarf or stolen by a thief.

The bank-dwarves just keep a ledger of the fortress' accounts in their offices.

14
huh? no, I meant the files in the Raws.

15
I've noticed that there are several new words added to the vanilla word list, like [sand]; that aren't in any SYM group. A tool that compared the word list witht he SYM file, searching for such words would be incredibly helpful.

Also, is anyone aware if the vanilla language files were extended with 40.x?

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