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Author Topic: Stress relief umbrella mod?  (Read 861 times)

vettlingr

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Stress relief umbrella mod?
« on: September 04, 2018, 12:30:18 am »

I've been toying around the raws and dfhack lately and been pondering different mods to make.

In the current version, stress has become like a new feature, and stress management has become imperative in every fortress. While your regular Urist McModder might just choose to reduce the STRESS_VULNERABILITY personality trait, us Obok McVisionaries have better ideas.

As syndromes can work as a fairly good thought injector for certain interactions, new options for stress relief should be endless, especially if one were to use modtools in dfhack among functions such as triggers from reactions and whatnot. So... I have been balling a few ideas for stress relief workshops, reactions, materials and animals, for a while. Some of them have already been done in mods, but no recent modular mod seem to exist that combines most of them.

Gambling, War-gaming, smoking, incense, pet-interactions, and much more.

Gambling
Reaction uses coin, returns coin, adds thrill thought to worker. (Modtools/reaction-trigger)

War-gaming
Trains tactician perhaps? Otherwise same as gambling. Uses figurines?

Smoking
Uses plants to give a positive thought to the Worker, reaction however creates smoke, giving surrounding dwarves negative thoughts. (Modtools/reaction-trigger)

Incense
Spread hippie incense in your tavern by burning plant resin in reaction. Creates smoke that injects dwarves with good thoughts. No dfhack needed?

Any other ideas? And are there any other mods that have any fun solutions worth mentioning?

TomiTapio

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Re: Stress relief umbrella mod?
« Reply #1 on: September 05, 2018, 07:07:18 am »

"Gaming table" workshop releasing happiness-gas cloud, possible without DFhack.

I myself have three tiers of alcohol:
crap : only negative effects
regular : negative and positive effects
elite alcohol : greater positive effects

I have extra stress source:
- dwarf blood spatter syndrome
- people blood spatter syndrome
- animal/beast blood spatter syndrome
thus I have some squeamish hunters, getting anxiety from hurting the target animals :)

Alcohols:
Code: [Select]
[MATERIAL_TEMPLATE:PLANT_ALCOHOL_TEMPLATE] --vanilla, average drinking goodness
[STATE_COLOR:ALL_SOLID:BROWN]
[STATE_NAME:ALL_SOLID:frozen alcohol]
[STATE_ADJ:ALL_SOLID:frozen alcohol]
[STATE_COLOR:LIQUID:BROWN]
[STATE_NAME:LIQUID:alcohol]
[STATE_ADJ:LIQUID:alcohol]
[STATE_COLOR:GAS:BROWN]
[STATE_NAME:GAS:boiling alcohol]
[STATE_ADJ:GAS:boiling alcohol]
[DISPLAY_COLOR:6:0:0]
[MATERIAL_VALUE:3]
[SPEC_HEAT:2440]
[IGNITE_POINT:10800]
[MELTING_POINT:9850]
[BOILING_POINT:10150]
[HEATDAM_POINT:NONE]
[COLDDAM_POINT:NONE]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:789]
[LIQUID_DENSITY:789]
[MOLAR_MASS:20000]
[IMPACT_YIELD:10000]
[IMPACT_FRACTURE:10000]
[IMPACT_STRAIN_AT_YIELD:100]
[COMPRESSIVE_YIELD:10000]
[COMPRESSIVE_FRACTURE:10000]
[COMPRESSIVE_STRAIN_AT_YIELD:100]
[TENSILE_YIELD:10000]
[TENSILE_FRACTURE:10000]
[TENSILE_STRAIN_AT_YIELD:100]
[TORSION_YIELD:10000]
[TORSION_FRACTURE:10000]
[TORSION_STRAIN_AT_YIELD:100]
[SHEAR_YIELD:6600] used high salinity ice
[SHEAR_FRACTURE:6600]
[SHEAR_STRAIN_AT_YIELD:100]
[BENDING_YIELD:10000]
[BENDING_FRACTURE:10000]
[BENDING_STRAIN_AT_YIELD:100]
[MAX_EDGE:500]
[ABSORPTION:100]
[ALCOHOL_PLANT]
[SYNDROME] --new with 0.42.01. Medium quality, Tomi's tunings:
[SYN_NAME:inebriation]
[SYN_IDENTIFIER:INEBRIATION]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_INGESTED]
[SYN_INJECTED]
[SYN_NO_HOSPITAL]
[SYN_CONCENTRATION_ADDED:100:1000]
[CE_NAUSEA:SEV:35:PROB:40:SIZE_DILUTES:START:220:PEAK:480:END:1000:DWF_STRETCH:4]
[CE_DIZZINESS:SEV:15:PROB:60:SIZE_DILUTES:START:20:PEAK:240:END:600:DWF_STRETCH:4] for ataxia
[CE_UNCONSCIOUSNESS:SEV:35:PROB:70:SIZE_DILUTES:START:120:PEAK:480:END:1200:DWF_STRETCH:4]

[CE_ERRATIC_BEHAVIOR:SEV:55:PROB:30:SIZE_DILUTES:START:80:PEAK:120:END:320:DWF_STRETCH:4]
[CE_IMPAIR_FUNCTION:SEV:20:BP:BY_TYPE:BREATHE:ALL:PROB:20:SIZE_DILUTES:START:120:PEAK:480:END:1200:DWF_STRETCH:4]

[CE_CHANGE_PERSONALITY:FACET:BASHFUL:-50:FACET:PRIVACY:-50:FACET:BRAVERY:35:FACET:CONFIDENCE:35:FACET:POLITENESS:-45:FACET:THOUGHTLESSNESS:45:PROB:100:SIZE_DILUTES:START:60:PEAK:180:END:1380:DWF_STRETCH:4]

[CE_FEEL_EMOTION:EMOTION:EUPHORIA:SEV:18:PROB:90:SIZE_DILUTES:START:10:PEAK:120:END:480:DWF_STRETCH:4]
[CE_FEEL_EMOTION:EMOTION:EUPHORIA:SEV:12:PROB:80:SIZE_DILUTES:START:10:PEAK:120:END:480:DWF_STRETCH:4]
[CE_FEEL_EMOTION:EMOTION:AFFECTION:SEV:8:PROB:40:SIZE_DILUTES:START:10:PEAK:120:END:480:DWF_STRETCH:4]
[CE_FEEL_EMOTION:EMOTION:AROUSAL:SEV:8:PROB:40:SIZE_DILUTES:START:10:PEAK:120:END:480:DWF_STRETCH:4]
[CE_FEEL_EMOTION:EMOTION:ELATION:SEV:8:PROB:40:SIZE_DILUTES:START:10:PEAK:120:END:480:DWF_STRETCH:4]
[CE_FEEL_EMOTION:EMOTION:FREEDOM:SEV:8:PROB:40:SIZE_DILUTES:START:10:PEAK:120:END:480:DWF_STRETCH:4]
[CE_FEEL_EMOTION:EMOTION:HOPE:SEV:8:PROB:40:SIZE_DILUTES:START:10:PEAK:120:END:480:DWF_STRETCH:4]
[CE_FEEL_EMOTION:EMOTION:HAPPINESS:SEV:8:PROB:40:SIZE_DILUTES:START:10:PEAK:120:END:480:DWF_STRETCH:4]

[MATERIAL_TEMPLATE:LOUSY_ALCOHOL_TEMPLATE] --Feb 2018 by Tomi, no positives from crap alcohol
[STATE_COLOR:ALL_SOLID:RED]
[STATE_NAME:ALL_SOLID:frozen rotgut]
[STATE_ADJ:ALL_SOLID:frozen rotgut]
[STATE_COLOR:LIQUID:BROWN]
[STATE_NAME:LIQUID:rotgut]
[STATE_ADJ:LIQUID:rotgut]
[STATE_COLOR:GAS:BROWN]
[STATE_NAME:GAS:boiling alcohol]
[STATE_ADJ:GAS:boiling alcohol]
[DISPLAY_COLOR:6:0:0]
[MATERIAL_VALUE:2] was 1 but it's... needed In Dwarf-Land.
[SPEC_HEAT:2440]
[IGNITE_POINT:10800]
[MELTING_POINT:9850]
[BOILING_POINT:10150]
[HEATDAM_POINT:NONE]
[COLDDAM_POINT:NONE]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:789]
[LIQUID_DENSITY:789]
[MOLAR_MASS:20000]
[IMPACT_YIELD:10000]
[IMPACT_FRACTURE:10000]
[IMPACT_STRAIN_AT_YIELD:100]
[COMPRESSIVE_YIELD:10000]
[COMPRESSIVE_FRACTURE:10000]
[COMPRESSIVE_STRAIN_AT_YIELD:100]
[TENSILE_YIELD:10000]
[TENSILE_FRACTURE:10000]
[TENSILE_STRAIN_AT_YIELD:100]
[TORSION_YIELD:10000]
[TORSION_FRACTURE:10000]
[TORSION_STRAIN_AT_YIELD:100]
[SHEAR_YIELD:6600] used high salinity ice
[SHEAR_FRACTURE:6600]
[SHEAR_STRAIN_AT_YIELD:100]
[BENDING_YIELD:10000]
[BENDING_FRACTURE:10000]
[BENDING_STRAIN_AT_YIELD:100]
[MAX_EDGE:500]
[ABSORPTION:100]
[ALCOHOL_PLANT]
[SYNDROME] --rotgut, lousy
[SYN_NAME:rotgut drinking]
[SYN_IDENTIFIER:INEBRIATION]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_INGESTED]
[SYN_INJECTED]
[SYN_NO_HOSPITAL]
[SYN_CONCENTRATION_ADDED:100:1000]
[CE_NAUSEA:SEV:95:PROB:80:SIZE_DILUTES:START:220:PEAK:480:END:1000:DWF_STRETCH:4]
[CE_DIZZINESS:SEV:55:PROB:90:SIZE_DILUTES:START:20:PEAK:240:END:600:DWF_STRETCH:4] for ataxia
[CE_UNCONSCIOUSNESS:SEV:35:PROB:90:SIZE_DILUTES:START:120:PEAK:480:END:1200:DWF_STRETCH:4]
[CE_ERRATIC_BEHAVIOR:SEV:55:PROB:90:SIZE_DILUTES:START:80:PEAK:120:END:320:DWF_STRETCH:4]
[CE_IMPAIR_FUNCTION:SEV:20:BP:BY_TYPE:BREATHE:ALL:PROB:20:SIZE_DILUTES:START:120:PEAK:480:END:1200:DWF_STRETCH:4]
[CE_CHANGE_PERSONALITY:FACET:BASHFUL:-50:FACET:PRIVACY:-50:FACET:BRAVERY:35:FACET:CONFIDENCE:35:FACET:POLITENESS:-45:FACET:THOUGHTLESSNESS:45:PROB:100:SIZE_DILUTES:START:60:PEAK:180:END:1380:DWF_STRETCH:4]

[MATERIAL_TEMPLATE:FINE_ALCOHOL_TEMPLATE] --Feb 2018 by Tomi, more positives, whiskey, rum, vodka
[STATE_COLOR:ALL_SOLID:YELLOW]
[STATE_NAME:ALL_SOLID:frozen spirits]
[STATE_ADJ:ALL_SOLID:frozen spirits]
[STATE_COLOR:LIQUID:BROWN]
[STATE_NAME:LIQUID:spirits]
[STATE_ADJ:LIQUID:spirits]
[STATE_COLOR:GAS:BROWN]
[STATE_NAME:GAS:boiling spirits]
[STATE_ADJ:GAS:boiling spirits]
[DISPLAY_COLOR:6:0:0]
[MATERIAL_VALUE:5] boosted. medium is 3.
[SPEC_HEAT:2440]
[IGNITE_POINT:10800]
[MELTING_POINT:9850]
[BOILING_POINT:10150]
[HEATDAM_POINT:NONE]
[COLDDAM_POINT:NONE]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:789]
[LIQUID_DENSITY:789]
[MOLAR_MASS:20000]
[IMPACT_YIELD:10000]
[IMPACT_FRACTURE:10000]
[IMPACT_STRAIN_AT_YIELD:100]
[COMPRESSIVE_YIELD:10000]
[COMPRESSIVE_FRACTURE:10000]
[COMPRESSIVE_STRAIN_AT_YIELD:100]
[TENSILE_YIELD:10000]
[TENSILE_FRACTURE:10000]
[TENSILE_STRAIN_AT_YIELD:100]
[TORSION_YIELD:10000]
[TORSION_FRACTURE:10000]
[TORSION_STRAIN_AT_YIELD:100]
[SHEAR_YIELD:6600] used high salinity ice
[SHEAR_FRACTURE:6600]
[SHEAR_STRAIN_AT_YIELD:100]
[BENDING_YIELD:10000]
[BENDING_FRACTURE:10000]
[BENDING_STRAIN_AT_YIELD:100]
[MAX_EDGE:500]
[ABSORPTION:100]
[ALCOHOL_PLANT]
[SYNDROME] --new with 0.42.01. Best quality, Tomi's tunings:
[SYN_NAME:lovely alcohol]
[SYN_IDENTIFIER:INEBRIATION]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_INGESTED]
[SYN_INJECTED]
[SYN_NO_HOSPITAL]
[SYN_CONCENTRATION_ADDED:100:1000]
[CE_NAUSEA:SEV:35:PROB:20:SIZE_DILUTES:START:220:PEAK:480:END:1000:DWF_STRETCH:4]
[CE_DIZZINESS:SEV:55:PROB:20:SIZE_DILUTES:START:20:PEAK:240:END:600:DWF_STRETCH:4] for ataxia
[CE_UNCONSCIOUSNESS:SEV:35:PROB:10:SIZE_DILUTES:START:120:PEAK:480:END:1200:DWF_STRETCH:4]
[CE_ERRATIC_BEHAVIOR:SEV:55:PROB:30:SIZE_DILUTES:START:80:PEAK:120:END:320:DWF_STRETCH:4]
[CE_CHANGE_PERSONALITY:FACET:BASHFUL:-50:FACET:PRIVACY:-50:FACET:BRAVERY:25:FACET:CONFIDENCE:25:FACET:POLITENESS:-25:FACET:THOUGHTLESSNESS:25:PROB:100:SIZE_DILUTES:START:10:PEAK:220:END:1780:DWF_STRETCH:4]

[CE_FEEL_EMOTION:EMOTION:EUPHORIA:SEV:22:PROB:100:SIZE_DILUTES:START:10:PEAK:120:END:480:DWF_STRETCH:4]
[CE_FEEL_EMOTION:EMOTION:EUPHORIA:SEV:12:PROB:80:SIZE_DILUTES:START:10:PEAK:120:END:480:DWF_STRETCH:4]
[CE_FEEL_EMOTION:EMOTION:AFFECTION:SEV:8:PROB:55:SIZE_DILUTES:START:10:PEAK:120:END:480:DWF_STRETCH:4]
[CE_FEEL_EMOTION:EMOTION:AROUSAL:SEV:8:PROB:80:SIZE_DILUTES:START:10:PEAK:120:END:480:DWF_STRETCH:4]
[CE_FEEL_EMOTION:EMOTION:ELATION:SEV:8:PROB:55:SIZE_DILUTES:START:10:PEAK:120:END:480:DWF_STRETCH:4]
[CE_FEEL_EMOTION:EMOTION:FREEDOM:SEV:8:PROB:55:SIZE_DILUTES:START:10:PEAK:120:END:480:DWF_STRETCH:4]
[CE_FEEL_EMOTION:EMOTION:HOPE:SEV:8:PROB:65:SIZE_DILUTES:START:10:PEAK:120:END:480:DWF_STRETCH:4]
[CE_FEEL_EMOTION:EMOTION:HAPPINESS:SEV:8:PROB:55:SIZE_DILUTES:START:10:PEAK:120:END:480:DWF_STRETCH:4]
[CE_FEEL_EMOTION:EMOTION:CARING:SEV:12:PROB:60:SIZE_DILUTES:START:10:PEAK:120:END:280:DWF_STRETCH:4]
[CE_FEEL_EMOTION:EMOTION:DELIGHT:SEV:12:PROB:100:SIZE_DILUTES:START:10:PEAK:120:END:280:DWF_STRETCH:4]
[CE_FEEL_EMOTION:EMOTION:PLEASURE:SEV:12:PROB:100:SIZE_DILUTES:START:10:PEAK:120:END:280:DWF_STRETCH:4]
[CE_FEEL_EMOTION:EMOTION:RELIEF:SEV:12:PROB:100:SIZE_DILUTES:START:10:PEAK:120:END:280:DWF_STRETCH:4]
Blood:
Code: [Select]
[MATERIAL_TEMPLATE:BLOOD_TEMPLATE] --animal blood, used by 99% of creatures, medium syndrome for dwarves for wading in blood
[STATE_COLOR:ALL_SOLID:CARMINE]
[STATE_NAME:ALL_SOLID:frozen blood]
[STATE_ADJ:ALL_SOLID:frozen blood]
[STATE_COLOR:LIQUID:CARMINE]
[STATE_NAME:LIQUID:blood]
[STATE_ADJ:LIQUID:blood]
[STATE_COLOR:GAS:CARMINE]
[STATE_NAME:GAS:boiling blood]
[STATE_ADJ:GAS:boiling blood]
[DISPLAY_COLOR:4:0:0]
[MATERIAL_VALUE:1]
[SPEC_HEAT:4181]
[IGNITE_POINT:10508]
[MELTING_POINT:10000]
[BOILING_POINT:10180]
[HEATDAM_POINT:10250]
[COLDDAM_POINT:9900]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:500]
[LIQUID_DENSITY:NONE]
[MOLAR_MASS:NONE]
[IMPACT_YIELD:10000]
[IMPACT_FRACTURE:10000]
[IMPACT_STRAIN_AT_YIELD:100]
[COMPRESSIVE_YIELD:10000]
[COMPRESSIVE_FRACTURE:10000]
[COMPRESSIVE_STRAIN_AT_YIELD:100]
[TENSILE_YIELD:10000]
[TENSILE_FRACTURE:10000]
[TENSILE_STRAIN_AT_YIELD:100]
[TORSION_YIELD:10000]
[TORSION_FRACTURE:10000]
[TORSION_STRAIN_AT_YIELD:100]
[SHEAR_YIELD:6600] used high salinity ice
[SHEAR_FRACTURE:6600]
[SHEAR_STRAIN_AT_YIELD:100]
[BENDING_YIELD:10000]
[BENDING_FRACTURE:10000]
[BENDING_STRAIN_AT_YIELD:100]
[MAX_EDGE:500]
[ABSORPTION:100]
[IMPLIES_ANIMAL_KILL]
[ROTS]
[EDIBLE_VERMIN]
[EDIBLE_RAW] --dwarf culture set. lick animal blood off.
[EDIBLE_COOKED] --depends on your culture IRL.
[REACTION_CLASS:GROSS_DUMPABLE] Tomi's
[BLOOD_MAP_DESCRIPTOR]
[SYNDROME]
[SYN_NAME:blood stains] --animal blood, medium syndrome for dwarves.
[SYN_IDENTIFIER:GROSS_BLOOD_COVER]
---SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_AFFECTED_CREATURE:DWARF:ALL]
[SYN_CONTACT]
--SYN_INJECTED]
[SYN_NO_HOSPITAL]
[CE_FEEL_EMOTION:EMOTION:ANNOYANCE:SEV:32:PROB:100:START:10:PEAK:90:END:170:DWF_STRETCH:2]
[CE_FEEL_EMOTION:EMOTION:ANNOYANCE:SEV:42:PROB:100:START:10:PEAK:110:END:170:DWF_STRETCH:2]
[CE_FEEL_EMOTION:EMOTION:CONFUSION:SEV:12:PROB:100:START:10:PEAK:90:END:170:DWF_STRETCH:2]
[CE_FEEL_EMOTION:EMOTION:NERVOUSNESS:SEV:65:PROB:40:START:10:PEAK:30:END:180:DWF_STRETCH:2]
[CE_FEEL_EMOTION:EMOTION:UNEASINESS:SEV:45:PROB:40:START:10:PEAK:50:END:180:DWF_STRETCH:2]

[MATERIAL_TEMPLATE:DWARF_BLOOD_TEMPLATE] --dwarf blood, YES SYNDROME. 2018
[STATE_COLOR:ALL_SOLID:CARMINE]
[STATE_NAME:ALL_SOLID:frozen dblood]
[STATE_ADJ:ALL_SOLID:frozen dblood]
[STATE_COLOR:LIQUID:CARMINE]
[STATE_NAME:LIQUID:dblood]
[STATE_ADJ:LIQUID:dblood]
[STATE_COLOR:GAS:CARMINE]
[STATE_NAME:GAS:boiling dblood]
[STATE_ADJ:GAS:boiling dblood]
[DISPLAY_COLOR:4:0:0]
[MATERIAL_VALUE:0]
[SPEC_HEAT:4181]
[IGNITE_POINT:10508]
[MELTING_POINT:10000]
[BOILING_POINT:10180]
[HEATDAM_POINT:10250]
[COLDDAM_POINT:9900]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:500]
[LIQUID_DENSITY:NONE]
[MOLAR_MASS:NONE]
[IMPACT_YIELD:10000]
[IMPACT_FRACTURE:10000]
[IMPACT_STRAIN_AT_YIELD:100]
[COMPRESSIVE_YIELD:10000]
[COMPRESSIVE_FRACTURE:10000]
[COMPRESSIVE_STRAIN_AT_YIELD:100]
[TENSILE_YIELD:10000]
[TENSILE_FRACTURE:10000]
[TENSILE_STRAIN_AT_YIELD:100]
[TORSION_YIELD:10000]
[TORSION_FRACTURE:10000]
[TORSION_STRAIN_AT_YIELD:100]
[SHEAR_YIELD:6600] used high salinity ice
[SHEAR_FRACTURE:6600]
[SHEAR_STRAIN_AT_YIELD:100]
[BENDING_YIELD:10000]
[BENDING_FRACTURE:10000]
[BENDING_STRAIN_AT_YIELD:100]
[MAX_EDGE:500]
[ABSORPTION:100]
--IMPLIES_ANIMAL_KILL]
[ROTS]
[EDIBLE_VERMIN] rats licking blood up
--EDIBLE_COOKED] --no.
[REACTION_CLASS:GROSS_DUMPABLE] Tomi's
[BLOOD_MAP_DESCRIPTOR]
[SYNDROME]
[SYN_NAME:dwarf blood spill] --civilized dwarf blood, heavy syndrome for dwarves.
[SYN_IDENTIFIER:DWARF_BLOOD_STAIN]
[SYN_AFFECTED_CREATURE:DWARF:ALL]
[SYN_CONTACT]
--SYN_INJECTED]
[SYN_NO_HOSPITAL]
[CE_FEEL_EMOTION:EMOTION:ANNOYANCE:SEV:142:PROB:90:START:10:PEAK:90:END:170:DWF_STRETCH:2]
[CE_FEEL_EMOTION:EMOTION:ANNOYANCE:SEV:42:PROB:90:START:10:PEAK:190:END:170:DWF_STRETCH:2]
[CE_FEEL_EMOTION:EMOTION:NERVOUSNESS:SEV:165:PROB:90:START:10:PEAK:80:END:370:DWF_STRETCH:2]
[CE_FEEL_EMOTION:EMOTION:UNEASINESS:SEV:145:PROB:90:START:10:PEAK:120:END:170:DWF_STRETCH:2]
[CE_FEEL_EMOTION:EMOTION:IRRITATION:SEV:145:PROB:90:START:10:PEAK:120:END:180:DWF_STRETCH:4]

[MATERIAL_TEMPLATE:PEOPLE_BLOOD_TEMPLATE] --people blood, heavy syndrome for dwarves. 2018
[STATE_COLOR:ALL_SOLID:CARMINE]
[STATE_NAME:ALL_SOLID:frozen blood]
[STATE_ADJ:ALL_SOLID:frozen blood]
[STATE_COLOR:LIQUID:CARMINE]
[STATE_NAME:LIQUID:blood]
[STATE_ADJ:LIQUID:blood]
[STATE_COLOR:GAS:CARMINE]
[STATE_NAME:GAS:boiling blood]
[STATE_ADJ:GAS:boiling blood]
[DISPLAY_COLOR:4:0:0]
[MATERIAL_VALUE:0]
[SPEC_HEAT:4181]
[IGNITE_POINT:10508]
[MELTING_POINT:10000]
[BOILING_POINT:10180]
[HEATDAM_POINT:10250]
[COLDDAM_POINT:9900]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:500]
[LIQUID_DENSITY:NONE]
[MOLAR_MASS:NONE]
[IMPACT_YIELD:10000]
[IMPACT_FRACTURE:10000]
[IMPACT_STRAIN_AT_YIELD:100]
[COMPRESSIVE_YIELD:10000]
[COMPRESSIVE_FRACTURE:10000]
[COMPRESSIVE_STRAIN_AT_YIELD:100]
[TENSILE_YIELD:10000]
[TENSILE_FRACTURE:10000]
[TENSILE_STRAIN_AT_YIELD:100]
[TORSION_YIELD:10000]
[TORSION_FRACTURE:10000]
[TORSION_STRAIN_AT_YIELD:100]
[SHEAR_YIELD:6600] used high salinity ice
[SHEAR_FRACTURE:6600]
[SHEAR_STRAIN_AT_YIELD:100]
[BENDING_YIELD:10000]
[BENDING_FRACTURE:10000]
[BENDING_STRAIN_AT_YIELD:100]
[MAX_EDGE:500]
[ABSORPTION:100]
--IMPLIES_ANIMAL_KILL]
[ROTS]
[EDIBLE_VERMIN]
--EDIBLE_COOKED] --no.
[REACTION_CLASS:GROSS_DUMPABLE] Tomi's
[BLOOD_MAP_DESCRIPTOR]
[SYNDROME]
[SYN_NAME:people blood spatter] --civilized non-dwarf blood, heavy syndrome for dwarves.
[SYN_IDENTIFIER:GROSS_BLOOD_COVER]
---SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_AFFECTED_CREATURE:DWARF:ALL]
[SYN_CONTACT]
--SYN_INJECTED]
[SYN_NO_HOSPITAL]
--curr same as ani blood, to test.
[CE_FEEL_EMOTION:EMOTION:ANNOYANCE:SEV:92:PROB:100:START:10:PEAK:90:END:170:DWF_STRETCH:2]
[CE_FEEL_EMOTION:EMOTION:ANNOYANCE:SEV:92:PROB:100:START:10:PEAK:190:END:170:DWF_STRETCH:2]
[CE_FEEL_EMOTION:EMOTION:CONFUSION:SEV:92:PROB:100:START:10:PEAK:90:END:170:DWF_STRETCH:2]
[CE_FEEL_EMOTION:EMOTION:CONFUSION:SEV:42:PROB:100:START:10:PEAK:190:END:170:DWF_STRETCH:2]
[CE_FEEL_EMOTION:EMOTION:NERVOUSNESS:SEV:95:PROB:90:START:10:PEAK:120:END:180:DWF_STRETCH:2]
[CE_FEEL_EMOTION:EMOTION:NERVOUSNESS:SEV:75:PROB:40:START:10:PEAK:120:END:180:DWF_STRETCH:2]
[CE_FEEL_EMOTION:EMOTION:UNEASINESS:SEV:95:PROB:40:START:10:PEAK:120:END:180:DWF_STRETCH:2]
« Last Edit: September 05, 2018, 07:10:48 am by TomiTapio »
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

vettlingr

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Re: Stress relief umbrella mod?
« Reply #2 on: September 05, 2018, 04:29:31 pm »

Different levels of alcohol is a great idea. but does it not involve modifying many of the plants in the vanilla raws?

As for the gambling table, I have a working prototype that uses dfhack reaction trigger. The smoke syndrome transfer method I hav tested out with an incense workshop and reaction as well as with a pipe den.

Is there any ay ro control the spread of the smoke when a reaction spawns an instantly combusting dummy item, such as [PROUCT_DIMENSION:50] for bars?

TomiTapio

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Re: Stress relief umbrella mod?
« Reply #3 on: September 06, 2018, 06:02:48 am »

I believe smoke cannot be commanded, it has just one way of spreading.

Alcohols, for each brewable plant I command [USE_MATERIAL_TEMPLATE:DRINK:LOUSY_ALCOHOL_TEMPLATE]   FINE_ or LOUSY_ or PLANT_
and the honey's mead has different materials.
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

vettlingr

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Re: Stress relief umbrella mod?
« Reply #4 on: September 06, 2018, 01:51:43 pm »

I'm sorry, I should have been more clear. My question is, is there any way to control how much smoke a combusting item emits? Like lowering the product dimension or choosing another item token? I guess some !!SCIENCE!! could be in order.

In a standalone stress relief mod. I think its best to leave most vanilla raws alone, even if its a great idea.

On another note, how about dwarven sports? I often pitch two rows of catapults against eachother in a dwarven football field to train Siege Operator.
While fun to look at, it offers no other bonuses. I thought I could make a "Ball Pitch Station" Workshop that throws balls akin to the Musket Mods cannon, but also generates good thoughts?

Fleeting Frames

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Re: Stress relief umbrella mod?
« Reply #5 on: September 06, 2018, 03:38:40 pm »

You could perhaps produce more 'smoking' items. In case that doesn't work, you could also spread them around via dfhack by placing them on the ground around workshop.

For the terrible/average/good alcohols, you can modify raws in a loaded save with dfhack, and support other mods by making the syndrome replacement depend on alcohol value rather than name (each plant booze has separate syndrome named "inebiration"). Though that doesn't make potato wine vodka, for instance.

In regards to gambling: You could mod in an instrument with name set to "Coin" or  "Dice". Then dwarves in taverns might Play Coin or Play Dice (or simulate them, if they don't have them. Doesn't really affect stress without hacking it to be more enjoyable, though.

However, workshops aren't really desirable for e.g. smoking. Making smokes a kind of food item might work better (then once dwarf finishes 'eating' have the seed autoimmolate).


Maybe incense could also be done via hives and modded incredibly numerous "bees" only producable in a reaction?


In regards to personality: other than stress propensity, bravery, anxiety, hate propensity and perhaps stoicism/perservance should be considered.

For application; could also consider harder drugs. Dwarves could be made to seek them out with making drugs their preferred food (simulating addiction) and they could also not sate hunger or have other negative effects.


Corpses: Three hack ideas, replanting from suggestion threads:

1) Set dead_dwarf on non-citizen skeletons, teeth, skulls, etc. to false (and corpse_flags.unbutchered to false too, perhaps, or perhaps bone_amount to 0 instead so that dwarves dispose of skeletons).

2) Have appropriate predators such as vultures path to fleshy corpse(bit)s and change any fleshy corpse in same tile as one into a skeletal one.

3) Have appropriate citizens witnessing the death of an invader get positive thought. Maybe stronger one if they're bloodied/injured?


Interacting with pets, friends and family:

Maybe could make No Job dwarves who miss the above and have them in fort and also not working have their default idle area be set to next to the missed, if they can path to it.
By the time they arrive the friend may have danced elsewhere or gone to work, though, but that's life.
For those who need family and don't have any, they could path to a suitable match friend (if they have any of those).

Lacking crafting needs:

Since a dwarf doesn't need to have job enabled to do it (as we know from autolabor), could "just" generate and assign jobs to idle dwarves who have the need. Maybe even not in workshop, but temporary zone or their own room instead.

Similar logic could be applied to need to wanter + plant gathering. Maybe lack of abstract thought and book writing too?


Lacking good thoughts on Siege Operator:

Does the shooting not count as job (for eventful OnJobCompleted)? There's siege-engine plugin for changing aiming, so should be able to make shooter happier too (if only by finding the dwarf in the center of engine when projectile is fired).


Reducing rain impact:

Could make ponchos, raincloaks, umbrellas, etc. When equipped, either the dwarf loves nature(kind of weird) or dfhack zeroes negative recent rain thoughts. Maybe combat (axe skill) umbrellas for mass-assigning people to carry one via woodcutter labour.

It might be possible to have every nature-hating citizen in an outside square without an umbrella head to pathable inside one when it is raining.

Magma:

Dwarves should love floor heating and magma windows, and could make them do so. Though I'm not sure what thought to use for thoughts and preferences.
« Last Edit: September 06, 2018, 03:47:12 pm by Fleeting Frames »
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TomiTapio

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Re: Stress relief umbrella mod?
« Reply #6 on: September 08, 2018, 12:33:17 pm »

Siegeball / rockball sports court, trains some skill, input is couple of boulders, out comes 90% chance same boulder, and X% chance happycloud-syndrome (sweaty, discomfort, AMUSEMENT, ENJOYMENT, FEROCITY, GLEE, PATIENCE, PLEASURE, PRIDE, RELIEF, SATISFACTION). Maybe 20% chance of sweaty defeat cloud, 20% chance of glee pride cloud.

Obstacle course (built with mechanisms and training swords) that trains either sneaking or dodging (two different reactions), output satisfaction-cloud.

Me and Deon have:
Spoiler (click to show/hide)
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884