Dwarf Fortress > DF Modding
Any changes in 44.01's Raws?
Nightcore Angel:
Ahm bein lazeh, sorz.
I haven't check them yet, but i wanted to know if anyone notice new tokens on the raws for creatures. I ask this because i wanted to know if we can use 43.xx's custom race for 44.xx.
Thanks.
p.s Ill personally check it as well when i got the time and report back here.
Fleeting Frames:
Here's the recent section from file changes.txt:
Spoiler (click to show/hide)Auxiliary file changes for 0.44.01:
removed scout speech files
new announcements
[AMBUSH_HERO:A_D:D_D:BOX:P:R]
[RUMOR_SPREAD:A_D:D_D]
[SERVICE_ORDER_RUMOR_RECEIVED:A_D:D_D]
[RETURNING_RUMOR_RECEIVED:A_D:D_D]
new keys
HOTKEY_BUILDING_DISPLAY_FURNITURE:F
BUILDJOB_DISPLAY_FURNITURE_SET:d
BUILDJOB_DISPLAY_FURNITURE_CANCEL:c
A_ASSUME_IDENTITY_NEW:n
A_ASSUME_IDENTITY_NONE:x
A_ASSUME_IDENTITY_NAME:n
A_ASSUME_IDENTITY_ORIGIN:o
A_ASSUME_IDENTITY_PROFESSION:p
A_ASSUME_IDENTITY_WORSHIP:w
CHOOSE_NAME_FIRST:f
A_BARTER_SHOW:s
A_LOG_ARTIFACTS:A
CIV_RAID:r
CIV_CENTER_ON_FORT:y
CIV_REMOVE_MISSION:x
CIV_RESCUE:r
CIV_RECOVER:r
CIV_WORLD:w
CIV_MISSIONS:m
CIV_NEWS:n
CIV_PEOPLE:p
CIV_ARTIFACTS:a
CIV_CIVS:c
creatures
added [CREATURE_CLASS:MAMMAL] and [CREATURE_CLASS:POISONOUS] for use by SKULKING entity
items
pedestal, display case
reaction
adv: pedestal
dwf: display case
plant_new_trees
community-gathered density/color data
entity
pedestal, display case stuff
SKULKING lost SCOUT
[ANIMAL] def for entities
You must use one of the following tags to specify the animal:
[ANIMAL_TOKEN:<token>] -- this ANIMAL def only applies to this one creature
[ANIMAL_CASTE_TOKEN:<token>] -- this ANIMAL def only applies to this caste (requires ANIMAL_TOKEN)
[ANIMAL_CLASS:<class>] -- this ANIMAL def only applies to castes with all of these classes
[ANIMAL_FORBIDDEN_CLASS:<class>] -- forbid castes with any of these classes
Sites with populations of animals will have all castes, but only use the specified castes for roles like mount.
The following tags override creature tags. If a caste matches two ANIMAL defs, ALWAYS prevails over NEVER.
[ANIMAL_ALWAYS_PRESENT] -- without this tag, the animal will only be present if found in the environment
[ANIMAL_NEVER_MOUNT] -- overrides MOUNT and MOUNT_EXOTIC (either normally triggers mount role)
[ANIMAL_ALWAYS_MOUNT]
[ANIMAL_NEVER_WAGON_PULLER] -- overrides WAGON_PULLER
[ANIMAL_ALWAYS_WAGON_PULLER]
[ANIMAL_NEVER_SIEGE] -- overrides TRAINABLE_WAR + not CAN_LEARN
[ANIMAL_ALWAYS_SIEGE]
[ANIMAL_NEVER_PET] -- overrides PET and PET_EXOTIC (either normally triggers pet role)
[ANIMAL_ALWAYS_PET]
[ANIMAL_NEVER_PACK_ANIMAL] -- overrides PACK_ANIMAL
[ANIMAL_ALWAYS_PACK_ANIMAL]
SKULKING gets animal def
[ANIMAL]
[ANIMAL_CLASS:POISONOUS]
[ANIMAL_FORBIDDEN_CLASS:MAMMAL]
[ANIMAL_NEVER_MOUNT]
[ANIMAL_NEVER_PULLER]
[ANIMAL_NEVER_PACK]
[ANIMAL_ALWAYS_PET]
[ANIMAL_ALWAYS_SIEGE]
skulking gets [NO_ARTIFACT_CLAIMS]
scamtank:
Yeah you can.
Boltgun:
You can define pets with more precision and override their uses. Ie, making them underground creatures to ensure they get em is no longer mandatory.
Nightcore Angel:
awesome, thanks! :D
The animal/pet part is very interesting, i'm intrigued...(i didnt know there was a poisonous tag?! i thought it was classified in the body part attack, guess now i can start labeling tree huggers as [ANIMAL_CLASS:POISONOUS]) :P
Anyway, hope this page helps people out there, cause im pretty much still a dabbling modder my self.
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