Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - GoblinCookie

Pages: 1 2 [3] 4
31
I have realised when testing out All Races Playable for merging that the elves object to being given the grown wood items that are created by that mod's wood.  That is not suprising since it simply the wood of a fictional tree that does appear in the game but is otherwise the same material as all .

Is it the existance of the WOOD flag in the material of the item that cuts ice with the elves?  It would seem that the wood material they are selling must be distinguished from the normal wood materials in some sense.  WOOD as an item merely means a log, wood as a material passes down the chain of reagents as it were.  You could have logs made of metal if you wished. 

If I was to change the fictional plant All Races Playable uses as the base for the reaction so that the material it uses for it's wood was a material that was identical with wood but lacks the WOOD tag.  This will not affect it's in-game use by the player because the reactions use WOOD (ie logs) as the material and care what material the logs are actually made of.  Is this right? 

32
DF Modding / What controls monarchs migrating to your fortress?
« on: March 09, 2015, 01:17:01 pm »
I am thinking about modding Forgotten Realms to make the default creatures playable but while I can track down the mechanism by which barons, counts and dukes are created I cannot track down the mechanism by which monarchs migrate to sufficiantly large and advanced fortresses.

It would seem the mechanism is hard-coded and not alterable in any way.  I need to know how it works however in order to properly set things up, does it work in either of the following ways.

1. The game looks for a position with MONARCH file name and then it brings the monarch over with his family.

2.  The game simply looks for nobles that are neither SITE nor LAND_HOLDER, gathers them together and chucks them at your fort in one group with their families.

3. The game takes the noble with priority 1 and brings him over with his family.

4. The game takes the noble with the highest priority and brings him over with his family.

33
Let's face it.  There is just too much food in the game. While strictly speaking the amount of food in the game is not unrealistic, the real world has billions of people to feed rather than about a million (at the most).

Also creatures ought to eat more depending upon how big they are.  It would perhaps be a smart idea then to arrange the system so that both problems are solved at the same time. 

The present rate of food and drink consumption acts as the base.  All creatures consume an amount of food and drink on top of that depending upon how big they are.  The extra food and drink is not consumed seperately, instead it is all consumed in one sitting so the amount of labour available is not adjusted by any noticable amount.  Instead of getting 1 food item they pick up several, which with multiple hauling now in the game they can.

So the following system.

Size 10000: +1 unit
Size 20000: +2 units.
Size 30000: +3 units.
Size 40000: +4 units.
Size 50000: +5 units
Size 60000: +6 units.
Size 70000: +7 units
Size 80000: +8 units.
Size 80000+: +1 unit per 10000.

Drinks are consumed at half the rate, because drinks are already fairly scarce relatively.

Size 20000 +1 unit.
Size 40000 +2 units.
Size 60000 +3 units.
Size 80000 +4 units.
Size 80000+ +1 unit pre 20000.

Alchoholic beverages have calories in them, which lowers the amount of food items needing to be eaten during the next eating session.  Each unit of drinks consumed counts as one less food needing to be eaten for the next meal.  This means that the average dwarf consumes the following if he can.

3 units of food.
4 units of drink.

If forced to live on water, our miserable dwarf will instead have to eat 7 units of food instad.  The 4 units of drink that he drinks subtract 3 units from the total amount he has to eat.

34
DF Suggestions / More mundane likes/dislikes based upon civ environment.
« on: February 23, 2015, 04:01:50 pm »
What always annoys me about the way that likes and dislikes are generated is that way that they have absolutely no relation to the kind of environment that your beings live in.  That is to say they have an equal chance of liking monkeys if they live in the artic as if they live in a tropical jungle.  Although I would not wish to rule out liking monkeys completely, they should have a far greater chance of liking say penguins if they live in the artic.

That way we ensure to keep likes/dislikes relevant to the kind of stuff that a member of a given civilization would actually be aware of and more importantly would be more likely to have an impact on the game.

35
At present you do not seem to be able to harvest the edible plants that grow in the caverns in Adventure Mode.  I would like to change this for the next edition of my Mod, making plump helmets harvestable.  Looking through the files I come up with these reactions from Knight Otu.

Quote
[REACTION:KO_COMMON_GATHER_THREADABLE_PLANTS]
   [NAME:gather rope reed]
   [ADVENTURE_MODE_ENABLED]
   [PRODUCT:10:1:PLANT:NO_SUBTYPE:PLANT_MAT:REED_ROPE:PLANT]
   [SKILL:HERBALISM]

[REACTION:KO_COMMON_THREAD_PLANTS]
   [NAME:make thread from rope reed]
   [ADVENTURE_MODE_ENABLED]
   [REAGENT:A:1:TOOL:ITEM_TOOL_COMB:NONE:NONE][PRESERVE_REAGENT]
   [REAGENT:B:1:PLANT:NO_SUBTYPE:PLANT_MAT:REED_ROPE:PLANT]
   [PRODUCT:100:1:THREAD:NO_SUBTYPE:PLANT_MAT:REED_ROPE:THREAD][PRODUCT_DIMENSION:15000]
   [SKILL:PROCESSPLANTS]

The first reaction has no reagents.  The second does.  Is it that the lack of reagents causes it to look for existing objects to 'pick up' because I cannot see anything specifically about picking things up in the first reaction. 

36
DF Suggestions / Control world-gen animal numbers
« on: February 09, 2015, 03:25:42 pm »
At the moment there a frequently thousands of animals at sites, this can cause major lag.  I propose that some mechanism be put in place to keep the number of animals in sites at a reasonable number. 

37
DF Suggestions / Allow us to see Personality Screen in Adventure Mode.
« on: February 09, 2015, 08:48:58 am »
At the moment I find the 'character development' in Adventure Mode to be considerably worse than that in fortress mode, despite the fact that character is more central to that mode.  The inability to see anything other than your external appearance, despite the fact that this is a mode logically more wrapped up in the individual makes the mode strangely cold. 

So I propose at core that we be able to see our character and that of all our companions character screen just as we can in fortress mode.  This would help us role-play better since we know what kind of person we are playing and can make our in-game decisions accordingly if we wish. 

Additionally, rather than having to play as a newly generated character perhaps instead we ought to be able to play as any historical character at a given location, selected from a list.  This means we do not represent the view from nowhere but instead we have relatives and possibly friends as well.  The latter would generally be scarce since outside of fortress mode there are no friends being made, but it provides plenty of opportunities to develop pure social interactions that would require us to take the personality of the person being spoken to into account; in order to make friends or enemies through dialogue.

38
At the moment the economic elements of the game are basically a cliff-edge. At the beginning the economic needs of your dwarves are paramount, you are preoccupied with getting them food, drinks, furniture, clothing and weapons-grade metal. Once you have those things the economic game is essentially over, the dwarves are perpetually happy and the only real economic demand in the game is what the player happens to arbitrarily want in their fortress.

This is all despite both the existence of a complex system of personal likes and dislikes as well as the presence of a number of unused consumer goods, musical instruments, toys, crafts etc..

Dynamic Consumer Demand
Citizens have a list of demands written in their personality screen.  To start with these are only the requirements that presently are there, the position requirements of the individual as well as for food, drink (only for alcohol dependent creatures), bedding and clothing.  As these initial demands are met new demands are gradually added based upon what the individual personality happens to want.  If these demands are met then gradually new demands are added but if demands are not met then they cause unhappiness. 

Personality effects things as well, Greed causes people to more quickly want things based upon their personality when their present demands are met. Envy on the other hand causes them to more quickly gain negative moods when other dwarves that share their demand have their demand met but not them.

Shops
Unlike at the moment where dwarves simply consume items from the common stockpile, dwarves instead 'privatize' items from the common stockpile before consuming them, wearing them or appropriating them, depending on the type.  Essentially this does not change much, but it provides the basis for the system as the privatizing of the items meet the dwarves demand for those items. 

In order to control production and determine the total consumer demand of a large group you would build a shop.  A shop develops the appraise labor, making it serve as a means to train future brokers for your fortress.  The downside is that each shop permanently ties down someone in order to man it, thus using up quite a lot of labor hours.

If a dwarf has a consumer demand that they cannot meet from the common stockpiles they will put an order in for it, allowing a player to economically plan to meet those demands. Thus the shop is useful even for the most 'communist' fort.  However that is not all the shop does, it also can be used to ration and to sell items. 

Rationing is always possible at the shop.  Rationing restricts the amount a given dwarf is allowed to own outright and/or the amount they are allowed to acquire of an item per a given time period, the former is more useful for non-consumables, the latter is for consumables.  Items that are rationed cannot be taken freely from the stockpiles, instead they must be acquired from the shop itself.  The shop tries to keep a certain stock of a rationed item and haulers will bring it those items, the shop can store a certain amount and then it deposits the items on nearby squares and the shopkeeper fetches the item for the customer.

Idleness
Citizens would continue to work for free as the do at the moment.  However they randomly succumb to idleness with a probably dependent upon a complex mix of factors, including the following.

*Their personality: lazy dwarves go idle more often
*The number of the item in the stockpile in relation to the settlement population: dwarves are less motivated to churn out surplus items than needed ones.
*Their happiness: unhappy dwarves are less motivated to work.
*The number of other citizens that are equal to or better than they are at a given task: dwarves are more motivated if there are other people who can do it better.

Idle dwarves are a nuisance because they do not just stop what they are doing, they hold onto both the capital, designations and the raw materials involved in a given task.  Idle miners or woodcutters keep other miners or woodcutters from using their square or tree, idle carpenters take up their workshop and so on.

Banking and Money.
In order to overcome idleness one can use financial means.  To do so you must create a bank, the presence of a bank enables the ability to buy and sell things at the shop and the bank uses up the accounting skill.  Items that are sold (they may also be rationed) are given a value. A citizen that brings the requisite value over to the shop will buy the item, which as with rationed items is the only way the item can be had. 

The shop can also buy items for a given value, this has a limited value in that it allows private property items that are not demand by their owners, that is usually inherited to be acquired.  Bought items can be freely available from the stockpile, in which case haulers will simply stockpile it rather than keep it in the shop. 

The bank tries to acquire as much currency in the fortress as is in the stockpiles until it reaches the limits of it's capacity.  If it does then it will try to acquire chests and deposit them on the adjacent squares, filling them with currency.  Individuals that have private property that they cannot otherwise store for whatever reason will also deposit their items in the bank. 

A bank can be used to pay workers employed in the various professions a certain amount of value per any completed task involving that skill.  As long as there any items sold in the shop that a citizen wants then the better paid a job is, the less they are prone to idleness.  Citizens do not actually retrieve the money that they are paid immediately, instead each citizen has a bank account which keeps his or her money/stored item and the banker brings them the money or items that they wish to take out or deposits the money they are brought.

This ensures that labour is not spent moving stacks of coins around, a stack of coins is only taken out from the bank in order to spend at the shop and then whatever is left is deposited back into the bank account of that individual.

39
DF Suggestions / Scale all items properly
« on: January 28, 2015, 07:06:22 am »
At the moment some items (certain items of clothing) scales while other items do not.  I think that Toady One should change it so all items should scale up and down properly according to the size of the creature for which it was made.

This would involve changing all numeric values of the items from the present values to ones that are based upon %, that is percentage of the size of the creature for whom it was made.  So for instance a two-handed sword in the raws instead of having it's two-handed value set higher than the size of any of the default creatures, instead could a 150% value which means that a creature 50% larger than the creature for which it was made. 

The items are by caste.  So instead of having the present system of large clothing so we would have human (male) clothing and human (female) clothing which dwarves cannot wear because of the % values within the base item.  Rather than having a list, we should have a slider so that in every context we can quickly distinguish between all versions of the item and specific versions. 

We make items of a particular caste or we make default items, which is items for the same caste and race as the maker.  There would be a preference of creatures AIs for items of the same caste as they are; however the player can deliberately create items for larger or smaller creatures.  In some contexts, such as traps it would often be optimal to create the components for the race you are likely to be fighting, larger components are easier to dodge while smaller components do less damage.

The most difficult part would presumably be units.  Probably what we need is to establish absolute units based upon the mean size of all the castes of the race of the entity you are playing and create units based upon the size of the creature that produces the units and translate the other units into fractions.  The same applies to the units of other civilizations, they appear as a fractional amount, so there is 6.5 units of whatever. 

40
Mod Releases / Forgotten Realms Direforged 2.7M
« on: January 24, 2015, 01:44:58 pm »
Forgotten Realms Direforged


What this mod does at core is take certain creatures from Forgotten Realms/D&D Universe and transplants them into the Dwarf Fortress Universe as modded by Knight Otu's Direforged.  Those already transplanted so to speak have been renamed with a suitable name, for instance the original goblins of dwarf fortress are now called dire goblins and Knight Otu's sprites are now called Leaf Sprites.

The number of intelligent creatures wandering around the world without clothing, weapons or armour have been reduced somewhat and new entities have been created for the likes of say DF gremlins.  All sentient beings also have basic level swimming so creatures should actually be able to live long enough to actually learn how to swim better. 

Direforged creatures have been given the same treatment as based Dwarf Fortress creatures and some direforged items have been added to the Forgotten Realms Mod.  This mod is not just a merger of Direforged and Forgotten Realms, it is more a splicing of the content of the two mods. 

Installation.
Just unzip the archive into your main Dwarf Fortress folder, there must be no other mod installed that alters core game . 

In order to get the most of this mod you want to play a large world with the maximum number of civilizations.  Also be aware that mountain gnomes are now playable but use the exact same entity as dwarves do, so export your legends and check who is who before embarking if you care about that.

Log
Spoiler (click to show/hide)

Version: 2.7A
*Added D&D elves.
*Added some missing plurals to certain words.

Version: 2.7B
*The new elves now only have biome support for rivers, lakes and oceans like the regular elves and most civs.
*Harpies now are not [KILL_NEUTRAL:REQUIRED] like other forest retreat civs and do not have cave creatures+crops+wood.

Version: 2.7C
*Drow can no longer use [GOOD] names.

Version: 2.7D
*Added missing [SITE] tokens to Duergar entity.

Version: 2.7E
*Added layer-linked drow entity.
*Added layer-linked orog entity.
*Added cave-based orog entity.
*Added the missing [SITE] token to sisters of Synnoria.

Version: 2.7F
*Removed duplicate [ASSERTIVE] language tokens in Drow.
*Made the new orog and drow layer-linked entities from the previous release actually work and not crash the game.

Version: 2.7G
*Fixed missing layer-linked entity creatures by adding missing required creature info.

Version: 2.7H
*Fixed troll entity.

Version: 2.7I
*ACTUALLY fixed troll entity.

Version: 2.7J
*Finally tracked down and dealt with a bug that was causing large and sometimes medium worlds to crash.
*Fixed incorrectly capitalized GRAY in the language file.

Version: 2.7K
*Implemented population control measures for giants while boosting certain low-performing civs as well.
*Added missing orchards to a number of forest retreat civilizations.
*D&D kobolds are now long [ITEM_THIEF] but a few extra cavern based civs are.

Version: 2.7L
*Renamed resized items to a non-numerical, if arbitrary adjectives.

Version: 2.7M
*Renamed some items that were missed in 2.7L.

Races
Spoiler (click to show/hide)

Story
Spoiler (click to show/hide)

Known DF Stories
The Story of The Last Dwarves
(Last updated 5th October 2016, discontinued)

41
Since my fortress was created 3 dwarves have died.  One went beserk and had to be strangled, one got swept away in a flood and the third was killed by a wereelephant.

I made a stone coffin and placed it down but the coffin is automatically assigned to the fisherdwarf that got swept away in a floor despite the fact her body is inaccessable and I have already built a memorial.  I have tried it twice but it keeps getting assigned to the fisherdwarf rather than the one that the wereelephant killed.  The body I want to bury is in a refuge stockpile and starting to rot. 

I thought that forbidding the body would sort things out.  It seems that it does not so I have a problem.  I have removed and place the coffin twice now.  Is there some fix for this?

It seems that coffins are assigned in order of death or such like.  Would it work to place an empty coffin, make another one, bury the body and then delete the coffin for the body that is inaccesable in order to reuse it?

42
DF Gameplay Questions / So dwarves cannot tame trolls?
« on: November 07, 2014, 06:05:12 pm »
A troll managed to rip through the door and made it's way into a cage trap.  My dwarves hauled it upstairs to the main stockpile where it sits.  Trolls are apparantly harmless to dwarves, but they like to destroy things that are inanimate. 

My plan was to tame the creature like the goblins do.  But it does not show up in my list of creatures to train or tame.  I figure that this is because trolls are classified as evil creatures that delight in the destruction of furniture and such like.  Some questions however.

1. Do the same restrictions on taming apply in fortress mode that apply in the main mode or am I doing something wrong here?
2. Trolls do not have a pet value, does this mean I cannot see it to a trader or is that noone would accept wild animals that they cannot train.
3. Do people buy caged wild animals even if they have a value?
4. How would I go about releasing said creature from it's cage back into the caverns or into the surface world? I know that we cannot actually make troll burgers and if we cannot sell the creature there is not much else to be done.

43
DF Gameplay Questions / Why can't I butcher a dog that died?
« on: November 07, 2014, 02:01:14 pm »
One of my dogs has finally expired from her wounds.  I set the stockpile right next to the butcher's shop to accept corpses but when I tell the dwarves to butcher an animal there, they keep complaining about there not being a nearby  unrotten butcherable animal.

The dog in question is a tame animal that was unowned and died of wound sustained in a fight with troglodytes (I have the fortune/misfortune of shallow caverns). 

I really want the bones and I do not wish to play until I sorted this out because otherwise the dog will rot.

44
DF Modding / Why does it keep giving me this error?
« on: October 20, 2014, 01:25:28 pm »
For the last 2 days I have been trying to get my dryad tree creature to work.  It keeps throwing up this error message whatever I seem to do. 
Code: [Select]
*** Error(s) finalizing the creature DRYAD
*** Error(s) finalizing the creature DRYAD
DRYAD:DRYAD_TREE:root stem: No tissue thickness
DRYAD:DRYAD_TREE:root: No tissue thickness
DRYAD:DRYAD_TREE:root: No tissue thickness
DRYAD:DRYAD_TREE:root: No tissue thickness
DRYAD:DRYAD_TREE:root: No tissue thickness
DRYAD:DRYAD_TREE:root: No tissue thickness
DRYAD:DRYAD_TREE:root: No tissue thickness
DRYAD:DRYAD_TREE:root: No tissue thickness
DRYAD:DRYAD_TREE:root: No tissue thickness
DRYAD:DRYAD_TREE:trunk: No tissue thickness
DRYAD:DRYAD_TREE:branch: No tissue thickness
DRYAD:DRYAD_TREE:branch: No tissue thickness
DRYAD:DRYAD_TREE:branch: No tissue thickness
DRYAD:DRYAD_TREE:branch: No tissue thickness
DRYAD:DRYAD_TREE:branch: No tissue thickness
DRYAD:DRYAD_TREE:branch: No tissue thickness
DRYAD:DRYAD_TREE:branch: No tissue thickness
DRYAD:DRYAD_TREE:branch: No tissue thickness
DRYAD:DRYAD_TREE:twig: No tissue thickness
DRYAD:DRYAD_TREE:twig: No tissue thickness
DRYAD:DRYAD_TREE:twig: No tissue thickness
DRYAD:DRYAD_TREE:twig: No tissue thickness
DRYAD:DRYAD_TREE:twig: No tissue thickness
DRYAD:DRYAD_TREE:twig: No tissue thickness
DRYAD:DRYAD_TREE:twig: No tissue thickness
DRYAD:DRYAD_TREE:twig: No tissue thickness
DRYAD:DRYAD_TREE:twig: No tissue thickness
DRYAD:DRYAD_TREE:twig: No tissue thickness
DRYAD:DRYAD_TREE:twig: No tissue thickness
DRYAD:DRYAD_TREE:twig: No tissue thickness
DRYAD:DRYAD_TREE:twig: No tissue thickness
DRYAD:DRYAD_TREE:twig: No tissue thickness
DRYAD:DRYAD_TREE:twig: No tissue thickness
DRYAD:DRYAD_TREE:twig: No tissue thickness
DRYAD:DRYAD_TREE:twig: No tissue thickness
DRYAD:DRYAD_TREE:twig: No tissue thickness
DRYAD:DRYAD_TREE:twig: No tissue thickness
DRYAD:DRYAD_TREE:twig: No tissue thickness
DRYAD:DRYAD_TREE:twig: No tissue thickness
DRYAD:DRYAD_TREE:twig: No tissue thickness
DRYAD:DRYAD_TREE:twig: No tissue thickness
DRYAD:DRYAD_TREE:twig: No tissue thickness
DRYAD:DRYAD_TREE:twig: No tissue thickness
DRYAD:DRYAD_TREE:twig: No tissue thickness
DRYAD:DRYAD_TREE:twig: No tissue thickness
DRYAD:DRYAD_TREE:twig: No tissue thickness
DRYAD:DRYAD_TREE:twig: No tissue thickness
DRYAD:DRYAD_TREE:twig: No tissue thickness
DRYAD:DRYAD_TREE:twig: No tissue thickness
DRYAD:DRYAD_TREE:twig: No tissue thickness
DRYAD:DRYAD_TREE:twig: No tissue thickness
DRYAD:DRYAD_TREE:twig: No tissue thickness
DRYAD:DRYAD_TREE:twig: No tissue thickness
DRYAD:DRYAD_TREE:twig: No tissue thickness
DRYAD:DRYAD_TREE:twig: No tissue thickness
DRYAD:DRYAD_TREE:twig: No tissue thickness
DRYAD:DRYAD_TREE:twig: No tissue thickness
DRYAD:DRYAD_TREE:twig: No tissue thickness
DRYAD:DRYAD_TREE:twig: No tissue thickness
DRYAD:DRYAD_TREE:twig: No tissue thickness
DRYAD:DRYAD_TREE:twig: No tissue thickness
DRYAD:DRYAD_TREE:twig: No tissue thickness
DRYAD:DRYAD_TREE:twig: No tissue thickness
DRYAD:DRYAD_TREE:twig: No tissue thickness
DRYAD:DRYAD_TREE:twig: No tissue thickness
DRYAD:DRYAD_TREE:twig: No tissue thickness
DRYAD:DRYAD_TREE:twig: No tissue thickness
DRYAD:DRYAD_TREE:twig: No tissue thickness
DRYAD:DRYAD_TREE:twig: No tissue thickness
DRYAD:DRYAD_TREE:twig: No tissue thickness
DRYAD:DRYAD_TREE:twig: No tissue thickness
DRYAD:DRYAD_TREE:twig: No tissue thickness
DRYAD:DRYAD_TREE:twig: No tissue thickness
DRYAD:DRYAD_TREE:twig: No tissue thickness
DRYAD:DRYAD_TREE:twig: No tissue thickness
DRYAD:DRYAD_TREE:twig: No tissue thickness
DRYAD:DRYAD_TREE:twig: No tissue thickness
DRYAD:DRYAD_TREE:twig: No tissue thickness
DRYAD:DRYAD_TREE:twig: No tissue thickness
DRYAD:DRYAD_TREE:twig: No tissue thickness
DRYAD:DRYAD_TREE:twig: No tissue thickness
DRYAD:DRYAD_TREE:twig: No tissue thickness

But I have defined all the tissues that it uses already and their sizes!
Code: [Select]
[OBJECT:TISSUE_TEMPLATE]

[TISSUE_TEMPLATE:BARK]
[TISSUE_NAME:bark:NP]
[SCARS]
[CONNECTS]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:BARK]
[RELATIVE_THICKNESS:3]
[HEALING_RATE:100]
[SUBORDINATE_TO_TISSUE:WOOD]
[CONNECTS]
[TISSUE_SHAPE:LAYER]

[TISSUE_TEMPLATE:WOOD]
[TISSUE_NAME:wood:NP]
[MUSCULAR]
[CONNECTS]
[FUNCTIONAL]
[STRUCTURAL]
[SPLINTABLE]
[SETTABLE]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:WOOD]
[RELATIVE_THICKNESS:10]
[HEALING_RATE:100]
[TISSUE_SHAPE:LAYER]

[TISSUE_TEMPLATE:LEAF]
[TISSUE_NAME:leaf:leaves]
[COSMETIC]
[SUBORDINATE_TO_TISSUE:BARK]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:LEAF]
[RELATIVE_THICKNESS:1]
[HEALING_RATE:100]
[STYLEABLE]
[TISSUE_SHAPE:STRANDS] 
Code: [Select]
[OBJECT:BODY_DETAIL_PLAN]

[BODY_DETAIL_PLAN:TREE_MATERIALS]
[ADD_MATERIAL:WOOD:WOOD_TEMPLATE]
[ADD_MATERIAL:BARK:WOOD_TEMPLATE]
[ADD_MATERIAL:LEAF:LEAF_TEMPLATE]

[BODY_DETAIL_PLAN:TREE_TISSUES]
[ADD_TISSUE:LEAF:LEAF]
[ADD_TISSUE:BARK:BARK]
[ADD_TISSUE:WOOD:WOOD]

[BODY_DETAIL_PLAN:TREE_LAYERS]
[BP_LAYERS:BY_CATEGORY:TWIG:WOOD:20:BARK:5:LEAF:1]
[BP_LAYERS:BY_CATEGORY:TRUNK:WOOD:20:BARK:5:]
[BP_LAYERS:BY_CATEGORY:BRANCH:WOOD:20:BARK:5]
[BP_LAYERS:BY_CATEGORY:ROOT:WOOD:20]

The creature caste looks like this.
Code: [Select]
[CASTE:DRYAD_TREE]
[DESCRIPTION:A dryad's life is bound to her tree. Fortunately for them these trees are quite capable of moving (though they prefer not to) and quite deadly.]
[CASTE_NAME:dryad tree:dryad trees:dryad tree]
[MALE]
[CASTE_TILE:5]
[CASTE_COLOR:2:0:0]
[PERSONALITY:ACTIVITY_LEVEL:0:0:0]
[PERSONALITY:CURIOUS:0:0:0]
[PERSONALITY:VIOLENT:0:0:0]
[BABY:1]
[BABYNAME:dryad seedling:dryad seedlings]
[CHILD:12]
[CHILDNAME:dryad sapling:dryad saplings]
[EXTRAVISION][NOBREATHE][NOSTUN][NONAUSEA][NOEMOTION]
[NOEXERT]
[NO_DIZZINESS]
[BODY_DETAIL_PLAN:TREE_MATERIALS]
[BODY_DETAIL_PLAN:TREE_TISSUES]
[BODY_DETAIL_PLAN:TREE_LAYERS]
[NO_FEVERS]
[NO_DRINK][NO_EAT][NO_SLEEP]
[CANNOT_UNDEAD]
[NOTHOUGHT]
[USE_MATERIAL_TEMPLATE:SAP:SAP_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:SAP:LIQUID]
[NO_THOUGHT_CENTER_FOR_MOVEMENT]
[CANOPENDOORS]
[ALL_ACTIVE]
[NOFEAR]
[ODOR_LEVEL:0]
[SMELL_TRIGGER:10000]
[BODY:TREE]
[BODY_SIZE:0:0:1400000]
[SWIMS_LEARNED][CANNOT_JUMP][CANNOT_CLIMB]
[APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:900:642:428:214:1900:2900] 41 kph
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:2728:2069:1409:675:4000:5700] 13 kph
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:punch:punches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]

What is wrong here!  I have created the tissues and a list of the materials with their identifiers and added them onto the creature.  Yet despite this it still does not work.  I am really not enjoying this at all because it seems to be written exactly as the game creature files are written.

45
DF Modding / How do you add clothing that can carry stuff?
« on: October 04, 2014, 05:27:47 am »
I have hit a certain dilemma.  When you create an adventurer from a race that is rather small then the hard-coded backpack that adventurers are given does not resize accordingly.  It remains at 7 weight even as other items scale down because it does not belong to the entity as the other items do.

This leads to such situations as my gremlin carrying a backback that weighs more than twice what his metal spear weighs.  The obvious solution would be to add an item of clothing that can carry items to replace the backback (the player would simply throw it away at the start of the game). 

Problem is, while everything else is uber-flexible items are not.  I can't seem to add the tags from the pouch to an item of clothing, so what should I do?  I cannot seem to located a half-decent list of item tags online neither.

Pages: 1 2 [3] 4