Since the next version is nearing completion, can we get a preview of the new raws? We modders will kinda need them.
Off the top of my head, I'd like to see raws for:
* updated material templates
* updated tissue templates
* a magma man
* a venom syndrome with localized effects
* a custom workshop
* entity positions for dwarves or whoever
* the two creature variations
The variations stuff should be kicking around the Ark thread now, and there's a custom workshop in this post.
I haven't touched this critter to verify, but:
[CE_BLISTERS:SEV:25:PROB:100:LOCALIZED:RESISTABLE:START:50:PEAK:1000:END:2000]
is a localized venom effect.
Magma man:
[CREATURE:ELEMENTMAN_MAGMA]
[DESCRIPTION:Magma moving in the shape of a man. It has a cracked black crust.]
[NAME:magma man:magma men:magma man]
[CASTE_NAME:magma man:magma men:magma man]
[CREATURE_TILE:'M'][COLOR:4:0:1]
[FIREIMMUNE][LIKES_FIGHTING][MAGMA_VISION]
[LARGE_ROAMING]
[BIOME:SUBTERRANEAN_LAVA]
[UNDERGROUND_DEPTH:3:4]
[FREQUENCY:1][DIFFICULTY:2]
[POPULATION_NUMBER:15:30]
[NOPAIN][EXTRAVISION][NOBREATHE][NOSTUN][NONAUSEA][NOEMOTION]
[NOTHOUGHT][NOEXERT]
[NO_DIZZINESS]
[NO_FEVERS]
[FIXED_TEMP:12000]
[BUILDINGDESTROYER:2]
[LARGE_PREDATOR]
[NO_DRINK][NO_EAT][NO_SLEEP]
[CANNOT_UNDEAD]
[CANOPENDOORS]
[NOT_BUTCHERABLE]
[NOFEAR]
[PREFSTRING:flowing movement]
[BODY:HUMANOID_SIMPLE]
[TISSUE:MAGMA]
[TISSUE_NAME:magma:NP]
[TISSUE_MATERIAL:INORGANIC:BASALT]
[TISSUE_MAT_STATE:LIQUID]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:10]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:ALL:MAGMA]
[TISSUE:CRUST]
[TISSUE_NAME:crust:NP]
[TISSUE_MATERIAL:INORGANIC:OBSIDIAN]
[TISSUE_MAT_STATE:SOLID]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:ALL:CRUST]
[BODY_SIZE:0:0:70000]
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:punch:punches]
[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]
[ITEMCORPSE:STONE:NO_SUBTYPE:STONE:USE_LAVA_STONE]
[ALL_ACTIVE]
[SWIMS_LEARNED][SWIM_SPEED:2500]
Metal template:
[MATERIAL_TEMPLATE:METAL_TEMPLATE]
[STATE_COLOR:ALL_SOLID:GRAY]
[STATE_NAME:ALL_SOLID:metal]
[STATE_ADJ:ALL_SOLID:metal]
[STATE_COLOR:LIQUID:RED]
[STATE_NAME:LIQUID:molten metal]
[STATE_ADJ:LIQUID:molten metal]
[STATE_COLOR:GAS:RED]
[STATE_NAME:GAS:boiling metal]
[STATE_ADJ:GAS:boiling metal]
[MATERIAL_VALUE:1]
[SPEC_HEAT:450]
[IGNITE_POINT:NONE]
[MELTING_POINT:12768]
[BOILING_POINT:15150]
[HEATDAM_POINT:NONE]
[COLDDAM_POINT:NONE]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:7850]
[LIQUID_DENSITY:6980]
[MOLAR_MASS:55845]
[IMPACT_YIELD:1080000] used average for stainless steel
[IMPACT_FRACTURE:1080000]
[IMPACT_ELASTICITY:1000]
[COMPRESSIVE_YIELD:1080000]
[COMPRESSIVE_FRACTURE:1080000]
[COMPRESSIVE_ELASTICITY:1000]
[TENSILE_YIELD:520000]
[TENSILE_FRACTURE:860000]
[TENSILE_ELASTICITY:1000]
[TORSION_YIELD:520000]
[TORSION_FRACTURE:860000]
[TORSION_ELASTICITY:1000]
[SHEAR_YIELD:520000] used stainless steel
[SHEAR_FRACTURE:860000]
[SHEAR_ELASTICITY:1000]
[BENDING_YIELD:520000]
[BENDING_FRACTURE:860000]
[BENDING_ELASTICITY:1000]
[MAX_EDGE:10000]
[ABSORPTION:0]
[IS_METAL]
Lung tissue template:
[TISSUE_TEMPLATE:LUNG_TEMPLATE]
[TISSUE_NAME:lung tissue:NP]
[FUNCTIONAL]
[STRUCTURAL]
[SCARS]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:LUNG]
[RELATIVE_THICKNESS:1]
[HEALING_RATE:100]
[VASCULAR:8]
[PAIN_RECEPTORS:5]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
Dwarf positions (hammerer item is currently busted and not in there, general had an issue and world-level military ones are basically meaningless, take them with a grain of salt, but this is basically it):
[POSITION:MONARCH]
[NAME_MALE:king:kings]
[NAME_FEMALE:queen:queens]
[NUMBER:1]
[SPOUSE_MALE:king consort:kings consort]
[SPOUSE_FEMALE:queen consort:queens consort]
[SUCCESSION:BY_HEIR]
[RESPONSIBILITY:LAW_MAKING]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[RESPONSIBILITY:MILITARY_GOALS]
[PRECEDENCE:1]
[RULES_FROM_LOCATION]
[MENIAL_WORK_EXEMPTION]
[MENIAL_WORK_EXEMPTION_SPOUSE]
[SLEEP_PRETENSION]
[PUNISHMENT_EXEMPTION]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[EXPORTED_IN_LEGENDS]
[DETERMINES_COIN_DESIGN]
[COLOR:5:0:1]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[DEMAND_MAX:10]
[MANDATE_MAX:5]
[REQUIRED_BOXES:10]
[REQUIRED_CABINETS:5]
[REQUIRED_RACKS:5]
[REQUIRED_STANDS:5]
[REQUIRED_OFFICE:10000]
[REQUIRED_BEDROOM:10000]
[REQUIRED_DINING:10000]
[REQUIRED_TOMB:10000]
[POSITION:GENERAL]
[NAME:general:generals]
[NUMBER:1]
[SQUAD:10:soldier:soldiers]
[APPOINTED_BY:MONARCH]
[RESPONSIBILITY:MILITARY_STRATEGY]
[COMMANDER:LIEUTENANT:ALL]
[PRECEDENCE:50]
[MENIAL_WORK_EXEMPTION]
[SLEEP_PRETENSION]
[PUNISHMENT_EXEMPTION]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[SOLDIER_COLOR]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[DEMAND_MAX:2]
[REQUIRED_BOXES:2]
[REQUIRED_CABINETS:1]
[REQUIRED_RACKS:3]
[REQUIRED_STANDS:3]
[REQUIRED_OFFICE:500]
[REQUIRED_BEDROOM:250]
[REQUIRED_DINING:250]
[REQUIRED_TOMB:1]
[POSITION:LIEUTENANT]
[NAME:lieutenant:lieutenants]
[NUMBER:AS_NEEDED]
[SQUAD:10:soldier:soldiers]
[APPOINTED_BY:GENERAL]
[COMMANDER:CAPTAIN:ALL]
[PRECEDENCE:100]
[MENIAL_WORK_EXEMPTION]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[DEMAND_MAX:1]
[REQUIRED_BOXES:1]
[REQUIRED_CABINETS:1]
[REQUIRED_RACKS:2]
[REQUIRED_STANDS:2]
[REQUIRED_OFFICE:100]
[REQUIRED_BEDROOM:100]
[REQUIRED_DINING:100]
[MILITARY_SCREEN_ONLY]
[POSITION:CAPTAIN]
[NAME:captain:captains]
[NUMBER:AS_NEEDED]
[SQUAD:10:soldier:soldiers]
[APPOINTED_BY:GENERAL]
[PRECEDENCE:190]
[DO_NOT_CULL]
[DUTY_BOUND]
[REQUIRED_BOXES:1]
[REQUIRED_CABINETS:1]
[REQUIRED_RACKS:1]
[REQUIRED_STANDS:1]
[REQUIRED_OFFICE:1]
[REQUIRED_BEDROOM:1]
[REQUIRED_DINING:1]
[MILITARY_SCREEN_ONLY]
[POSITION:MILITIA_COMMANDER]
[NAME:militia commander:militia commanders]
[SITE]
[NUMBER:1]
[SQUAD:10:militia-dwarf:militia-dwarves]
[APPOINTED_BY:EXPEDITION_LEADER]
[APPOINTED_BY:MAYOR]
[RESPONSIBILITY:MILITARY_STRATEGY]
[COMMANDER:MILITIA_CAPTAIN:ALL]
[PRECEDENCE:120]
[DO_NOT_CULL]
[SOLDIER_COLOR]
[DUTY_BOUND]
[REQUIRED_BOXES:1]
[REQUIRED_CABINETS:1]
[REQUIRED_RACKS:1]
[REQUIRED_STANDS:1]
[REQUIRED_OFFICE:100]
[REQUIRED_BEDROOM:100]
[REQUIRED_DINING:100]
[POSITION:MILITIA_CAPTAIN]
[NAME:militia captain:militia captains]
[SITE]
[NUMBER:AS_NEEDED]
[SQUAD:10:militia-dwarf:militia-dwarves]
[APPOINTED_BY:MILITIA_COMMANDER]
[PRECEDENCE:200]
[DO_NOT_CULL]
[DUTY_BOUND]
[MILITARY_SCREEN_ONLY]
[POSITION:SHERIFF]
[NAME:sheriff:sheriffs]
[SITE]
[NUMBER:1]
[RESPONSIBILITY:LAW_ENFORCEMENT]
[APPOINTED_BY:EXPEDITION_LEADER]
[APPOINTED_BY:MAYOR]
[REPLACED_BY:CAPTAIN_OF_THE_GUARD]
[PRECEDENCE:130]
[DO_NOT_CULL]
[COLOR:1:0:1]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[REQUIRED_BOXES:1]
[REQUIRED_CABINETS:1]
[REQUIRED_RACKS:1]
[REQUIRED_STANDS:1]
[REQUIRED_OFFICE:100]
[REQUIRED_BEDROOM:100]
[REQUIRED_DINING:100]
[POSITION:CAPTAIN_OF_THE_GUARD]
[NAME:captain of the guard:captains of the guard]
[SITE]
[NUMBER:1]
[RESPONSIBILITY:LAW_ENFORCEMENT]
[SQUAD:10:fortress guard:fortress guards]
[APPOINTED_BY:EXPEDITION_LEADER]
[APPOINTED_BY:MAYOR]
[REQUIRES_POPULATION:50]
[PRECEDENCE:105]
[DO_NOT_CULL]
[COLOR:1:0:1]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[REQUIRED_BOXES:1]
[REQUIRED_CABINETS:1]
[REQUIRED_RACKS:1]
[REQUIRED_STANDS:1]
[REQUIRED_OFFICE:250]
[REQUIRED_BEDROOM:250]
[REQUIRED_DINING:250]
[POSITION:EXPEDITION_LEADER]
[NAME:expedition leader:expedition leaders]
[SITE]
[NUMBER:1]
[REPLACED_BY:MAYOR]
[RULES_FROM_LOCATION]
[RESPONSIBILITY:MEET_WORKERS]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[RESPONSIBILITY:MILITARY_GOALS]
[PRECEDENCE:110]
[DO_NOT_CULL]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[POSITION:MAYOR]
[NAME:mayor:mayors]
[SITE]
[NUMBER:1]
[RESPONSIBILITY:MEET_WORKERS]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[RESPONSIBILITY:MILITARY_GOALS]
[REQUIRES_POPULATION:50]
[RULES_FROM_LOCATION]
[ELECTED]
[PRECEDENCE:60]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[COLOR:5:0:0]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[DEMAND_MAX:2]
[MANDATE_MAX:1]
[REQUIRED_BOXES:2]
[REQUIRED_CABINETS:1]
[REQUIRED_RACKS:1]
[REQUIRED_STANDS:1]
[REQUIRED_OFFICE:500]
[REQUIRED_BEDROOM:500]
[REQUIRED_DINING:500]
[POSITION:MANAGER]
[NAME:manager:managers]
[SITE]
[NUMBER:1]
[RESPONSIBILITY:MANAGE_PRODUCTION]
[APPOINTED_BY:EXPEDITION_LEADER]
[APPOINTED_BY:MAYOR]
[PRECEDENCE:160]
[DO_NOT_CULL]
[COLOR:5:0:0]
[DUTY_BOUND]
[REQUIRED_OFFICE:1]
[POSITION:CHIEF_MEDICAL_DWARF]
[NAME:chief medical dwarf:chief medical dwarves]
[SITE]
[NUMBER:1]
[RESPONSIBILITY:HEALTH_MANAGEMENT]
[APPOINTED_BY:EXPEDITION_LEADER]
[APPOINTED_BY:MAYOR]
[PRECEDENCE:165]
[DO_NOT_CULL]
[COLOR:5:0:0]
[DUTY_BOUND]
[POSITION:BROKER]
[NAME:broker:brokers]
[SITE]
[NUMBER:1]
[RESPONSIBILITY:TRADE]
[APPOINTED_BY:EXPEDITION_LEADER]
[APPOINTED_BY:MAYOR]
[PRECEDENCE:170]
[DO_NOT_CULL]
[COLOR:5:0:0]
[DUTY_BOUND]
[POSITION:ARSENAL_DWARF]
[NAME:arsenal dwarf:arsenal dwarves]
[SITE]
[NUMBER:1]
[RESPONSIBILITY:UPGRADE_SQUAD_EQUIPMENT]
[RESPONSIBILITY:EQUIPMENT_MANIFESTS]
[RESPONSIBILITY:SORT_AMMUNITION]
[APPOINTED_BY:EXPEDITION_LEADER]
[APPOINTED_BY:MAYOR]
[REQUIRES_POPULATION:20]
[PRECEDENCE:179]
[DO_NOT_CULL]
[COLOR:5:0:0]
[DUTY_BOUND]
[REQUIRED_OFFICE:1]
[POSITION:BOOKKEEPER]
[NAME:bookkeeper:bookkeepers]
[SITE]
[NUMBER:1]
[RESPONSIBILITY:ACCOUNTING]
[APPOINTED_BY:EXPEDITION_LEADER]
[APPOINTED_BY:MAYOR]
[PRECEDENCE:180]
[DO_NOT_CULL]
[COLOR:5:0:0]
[DUTY_BOUND]
[REQUIRED_OFFICE:1]
[POSITION:OUTPOST_LIAISON]
[NAME:outpost liaison:outpost liaisons]
[NUMBER:1]
[RESPONSIBILITY:ESTABLISH_COLONY_TRADE_AGREEMENTS]
[APPOINTED_BY:MONARCH]
[PRECEDENCE:80]
[MENIAL_WORK_EXEMPTION]
[SLEEP_PRETENSION]
[PUNISHMENT_EXEMPTION]
[ACCOUNT_EXEMPT]
[DO_NOT_CULL]
[COLOR:7:0:1]
[DUTY_BOUND]
[DEMAND_MAX:3]
[REQUIRED_BOXES:3]
[REQUIRED_CABINETS:2]
[REQUIRED_RACKS:2]
[REQUIRED_STANDS:2]
[REQUIRED_OFFICE:1500]
[REQUIRED_BEDROOM:1500]
[REQUIRED_DINING:1500]
[POSITION:DIPLOMAT]
[NAME:diplomat:diplomats]
[NUMBER:1]
[RESPONSIBILITY:MAKE_INTRODUCTIONS]
[RESPONSIBILITY:MAKE_PEACE_AGREEMENTS]
[RESPONSIBILITY:MAKE_TOPIC_AGREEMENTS]
[APPOINTED_BY:MONARCH]
[PRECEDENCE:70]
[DO_NOT_CULL]
[COLOR:7:0:1]
[MENIAL_WORK_EXEMPTION]
[SLEEP_PRETENSION]
[PUNISHMENT_EXEMPTION]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[DEMAND_MAX:3]
[REQUIRED_BOXES:3]
[REQUIRED_CABINETS:2]
[REQUIRED_RACKS:2]
[REQUIRED_STANDS:2]
[REQUIRED_OFFICE:1500]
[REQUIRED_BEDROOM:1500]
[REQUIRED_DINING:1500]
[POSITION:DUKE]
[NAME_MALE:duke:dukes]
[NAME_FEMALE:duchess:duchesses]
[SPOUSE_MALE:duke consort:dukes consort]
[SPOUSE_FEMALE:duchess consort:duchesses consort]
[LAND_HOLDER:3]
[LAND_NAME:a duchyy]
[RESPONSIBILITY:LAW_MAKING]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[SUCCESSION:BY_HEIR]
[APPOINTED_BY:MONARCH]
[PRECEDENCE:20]
[MENIAL_WORK_EXEMPTION]
[MENIAL_WORK_EXEMPTION_SPOUSE]
[SLEEP_PRETENSION]
[PUNISHMENT_EXEMPTION]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[COLOR:5:0:0]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[DEMAND_MAX:5]
[MANDATE_MAX:3]
[REQUIRED_BOXES:5]
[REQUIRED_CABINETS:3]
[REQUIRED_RACKS:3]
[REQUIRED_STANDS:3]
[REQUIRED_OFFICE:2500]
[REQUIRED_BEDROOM:2500]
[REQUIRED_DINING:2500]
[REQUIRED_TOMB:2500]
[POSITION:COUNT]
[NAME_MALE:count:counts]
[NAME_FEMALE:countess:countesses]
[SPOUSE_MALE:count consort:counts consort]
[SPOUSE_FEMALE:countess consort:countesses consort]
[LAND_HOLDER:2]
[LAND_NAME:a county]
[RESPONSIBILITY:LAW_MAKING]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[SUCCESSION:BY_HEIR]
[APPOINTED_BY:MONARCH]
[REPLACED_BY:DUKE]
[PRECEDENCE:30]
[MENIAL_WORK_EXEMPTION]
[MENIAL_WORK_EXEMPTION_SPOUSE]
[SLEEP_PRETENSION]
[PUNISHMENT_EXEMPTION]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[COLOR:5:0:0]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[DEMAND_MAX:3]
[MANDATE_MAX:2]
[REQUIRED_BOXES:3]
[REQUIRED_CABINETS:2]
[REQUIRED_RACKS:2]
[REQUIRED_STANDS:2]
[REQUIRED_OFFICE:1500]
[REQUIRED_BEDROOM:1500]
[REQUIRED_DINING:1500]
[REQUIRED_TOMB:1500]
[POSITION:BARON]
[NAME_MALE:baron:barons]
[NAME_FEMALE:baroness:baronesses]
[SPOUSE_MALE:baron consort:barons consort]
[SPOUSE_FEMALE:baroness consort:baronesses consort]
[LAND_HOLDER:1]
[LAND_NAME:a barony]
[RESPONSIBILITY:LAW_MAKING]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[SUCCESSION:BY_HEIR]
[APPOINTED_BY:MONARCH]
[REPLACED_BY:COUNT]
[PRECEDENCE:40]
[MENIAL_WORK_EXEMPTION]
[MENIAL_WORK_EXEMPTION_SPOUSE]
[SLEEP_PRETENSION]
[PUNISHMENT_EXEMPTION]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[COLOR:5:0:0]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[DEMAND_MAX:2]
[MANDATE_MAX:1]
[REQUIRED_BOXES:2]
[REQUIRED_CABINETS:1]
[REQUIRED_RACKS:1]
[REQUIRED_STANDS:1]
[REQUIRED_OFFICE:500]
[REQUIRED_BEDROOM:500]
[REQUIRED_DINING:500]
[REQUIRED_TOMB:500]
[POSITION:CHAMPION]
[NAME:champion:champions]
[SITE]
[NUMBER:1]
[RESPONSIBILITY:BUILD_MORALE]
[APPOINTED_BY:DUKE]
[APPOINTED_BY:COUNT]
[APPOINTED_BY:BARON]
[PRECEDENCE:65]
[MENIAL_WORK_EXEMPTION]
[PUNISHMENT_EXEMPTION]
[DO_NOT_CULL]
[COLOR:7:0:1]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[DEMAND_MAX:1]
[POSITION:TAX_COLLECTOR]
[NAME:tax collector:tax collectors]
[SITE]
[NUMBER:1]
[RESPONSIBILITY:COLLECT_TAXES]
[APPOINTED_BY:DUKE]
[APPOINTED_BY:COUNT]
[APPOINTED_BY:BARON]
[PRECEDENCE:140]
[DO_NOT_CULL]
[COLOR:6:0:1]
[ACCOUNT_EXEMPT]
[MENIAL_WORK_EXEMPTION]
[SLEEP_PRETENSION]
[PUNISHMENT_EXEMPTION]
[DUTY_BOUND]
[DEMAND_MAX:1]
[MANDATE_MAX:1]
[REQUIRED_BOXES:2]
[REQUIRED_CABINETS:1]
[REQUIRED_RACKS:1]
[REQUIRED_STANDS:1]
[REQUIRED_OFFICE:250]
[REQUIRED_BEDROOM:100]
[REQUIRED_DINING:100]
[POSITION:HAMMERER]
[NAME:hammerer:hammerers]
[SITE]
[NUMBER:1]
[RESPONSIBILITY:EXECUTIONS]
[RESPONSIBILITY:ESCORT_TAX_COLLECTOR]
[APPOINTED_BY:DUKE]
[APPOINTED_BY:COUNT]
[APPOINTED_BY:BARON]
[SQUAD:10:royal guard:royal guards]
[PRECEDENCE:150]
[DO_NOT_CULL]
[COLOR:0:0:1]
[ACCOUNT_EXEMPT]
[MENIAL_WORK_EXEMPTION]
[SLEEP_PRETENSION]
[PUNISHMENT_EXEMPTION]
[DUTY_BOUND]
[DEMAND_MAX:2]
[REQUIRED_BOXES:1]
[REQUIRED_CABINETS:1]
[REQUIRED_RACKS:1]
[REQUIRED_STANDS:1]
[REQUIRED_BEDROOM:100]
[REQUIRED_DINING:250]
[POSITION:DUNGEON_MASTER]
[NAME:dungeon master:dungeon masters]
[SITE]
[NUMBER:1]
[RESPONSIBILITY:TAME_EXOTICS]
[APPOINTED_BY:DUKE]
[APPOINTED_BY:COUNT]
[APPOINTED_BY:BARON]
[PRECEDENCE:90]
[MENIAL_WORK_EXEMPTION]
[SLEEP_PRETENSION]
[PUNISHMENT_EXEMPTION]
[DO_NOT_CULL]
[COLOR:5:0:0]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[DEMAND_MAX:1]
[REQUIRED_BOXES:1]
[REQUIRED_CABINETS:1]
[REQUIRED_RACKS:1]
[REQUIRED_STANDS:1]
[REQUIRED_OFFICE:250]
[REQUIRED_BEDROOM:250]
[REQUIRED_DINING:250]
[REQUIRED_TOMB:250]
[POSITION:FORCED_ADMINISTRATOR]
[NAME:administrator:administrators]
[CONQUERED_SITE]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[EXPORTED_IN_LEGENDS]
[DETERMINES_COIN_DESIGN]
[MENIAL_WORK_EXEMPTION]
[SLEEP_PRETENSION]
[PUNISHMENT_EXEMPTION]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[COLOR:5:0:0]
[MANDATE_MAX:2]
[DEMAND_MAX:3]
[PRECEDENCE:65]
[NUMBER:1]
[RESPONSIBILITY:LAW_MAKING]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[RESPONSIBILITY:MAKE_TOPIC_AGREEMENTS]
[RESPONSIBILITY:MEET_WORKERS]
will other civilizations ever eventually react to you building a fort within their geopolitical boundaries? I'd like to think there will eventually be repercussions if a group of dwarfs just started digging in in the middle of human territories, especially if they are digging up all sorts of valuable minerals and gems that technically belong to the humans...
Will proximity to political boundaries affect rate of sieges? For example, would a fort deep within Dwarven territory, far from a border, would lead to fewer sieges, but being right on the boundary with goblins (for example) would lead to frequent raids and sieges by goblins?
Once we have armies moving around on the map, and those are related to sieges, which is a predecessor to the "improved sieges" that comes up as a near development goal, this is going to happen to some extent. More diplomacy related ramifications will be later.
How do the reactions work at the smelter? Are they percentage probability or percentage completion? Popular opinion had it that they are percentage completion but testing by a couple of us in the modding forum indicated that it was percentage probability with some weighting from unknown sources. It was definitely not percentage completion weighted by same operator/same smelter. We decided that only Tarn Adams could answer the question. This is relevant in this thread because the new custom shops will undoubtedly be using the same sorts of reactions. This is a hugely important feature in the new version, for some of us.
The way it works currently, which is open to additions of course, it to go through each product, and if it clears the chance (a single roll), it gives you all of the number. It doesn't roll the chance for each individual one of a given product, and no invisible partial products are stored. If you have odd numbers of reagents coming in (like lots of extra), you can get extra product, but the single chance must be cleared first. So pretty much the clunkiest, most simple interpretation.
Just wondering out loud out of curiosity, any idea what breed of cat Scamps is or is he a 'mutt' or whatever you call a mixed breed cat?
Did Journey to the Center of the Earth (any of its incarnations in books and movies) inspire you for the underground stuff?
The manx seems involved. Cats from his family are large, so something like a Maine Coon is also possible, since they also had some ear tufts I'd seen in pictures of those those. But I don't have any specific information.
I'm sure later incarnations had a lot to do with stuff (I don't remember reading the original) -- as far as I know, everything with underground jungles in any western art of any kind sprang from that. Of course, it could have taken that from something else I don't know about.
So potentially with all the underground work going on, kobolds will have towns/cities in caves now?
Nah, they've got their own untouched core item.
Regarding underground plant growth - will we be getting soil z-levels naturaly occuring in the underground or will there be some other way plants are spreading? Also, new underground plants maybe?
Still mud. There might be new underground plants.
Since this topic winds up going off topic for dozens of posts, perhaps we could have some better organization for questions about the next version. Instead of one megathread, what about creating a separate forum titled "Questions about upcoming features". Instead of one thread for questions, have multiple. Create a new topic for a question (or set of), and it'd be easier than wading through this monster. Add someone like Footkerchief as a moderator, and edit the title to "[Answered] <question goes here>" if a forum member can adequately answer it, and Toady could not have to worry about having several thousand posts to read. It also makes searching (and finding) previously answered questions much easier. However, it'd mean missing out on all this random discussion, assuming Toady reads it. Opinions?
I feel like sticking with this for this release. After that, I'm not sure. These megathreads might be a thing of the past, possibly.
When designing custom workshops, can you define the length of time required to complete a job? How specific can you be when defining the materials required for building the shop? Could you give us example raws for custom workshops?
No job durations yet. The building materials are the same as in reactions. Here's the soap maker's shop I'm currently using:
building_custom
[OBJECT:BUILDING]
[BUILDING_WORKSHOP:SOAP_MAKER]
[NAME:Soap Maker's Workshop]
[NAME_COLOR:7:0:1]
[DIM:3:3]
[WORK_LOCATION:2:2]
[BUILD_LABOR:SOAP_MAKER]
[BUILD_KEY:CUSTOM_SHIFT_S]
[BLOCK:1:0:0:0]
[BLOCK:2:0:0:0]
[BLOCK:3:0:0:0]
[TILE:0:1:' ':' ':150]
[TILE:0:2:' ':' ':'/']
[TILE:0:3:'-':' ':' ']
[COLOR:0:1:0:0:0:0:0:0:6:0:0]
[COLOR:0:2:0:0:0:0:0:0:6:0:0]
[COLOR:0:3:6:0:0:0:0:0:0:0:0]
[TILE:1:1:' ':' ':'=']
[TILE:1:2:'-':' ':8]
[TILE:1:3:' ':' ':150]
[COLOR:1:1:0:0:0:0:0:0:6:0:0]
[COLOR:1:2:6:0:0:0:0:0:6:0:0]
[COLOR:1:3:0:0:0:0:0:0:6:0:0]
[TILE:2:1:'-':' ':8]
[TILE:2:2:' ':' ':8]
[TILE:2:3:' ':150:' ']
[COLOR:2:1:6:0:0:0:0:0:6:0:0]
[COLOR:2:2:0:0:0:0:0:0:6:0:0]
[COLOR:2:3:0:0:0:6:0:0:0:0:0]
[TILE:3:1:150:' ':8]
[TILE:3:2:' ':' ':8]
[TILE:3:3:' ':240:' ']
[COLOR:3:1:6:0:0:0:0:0:6:7:0]
[COLOR:3:2:0:0:0:0:0:0:6:7:0]
[COLOR:3:3:0:0:0:7:0:1:0:0:0]
[BUILD_ITEM:1:BUCKET:NONE:NONE:NONE][EMPTY][CAN_USE_ARTIFACT]
[BUILD_ITEM:1:NONE:NONE:NONE:NONE][BUILDMAT][WORTHLESS_STONE_ONLY][CAN_USE_ARTIFACT]
in the reaction file
[REACTION:MAKE_SOAP]
[NAME:make soap]
[BUILDING:SOAP_MAKER:CUSTOM_S]
[REAGENT:A:1:BARREL:NONE:NONE:NONE][CONTAINS_LYE]
[REAGENT:B:1:GLOB:NONE:NONE:NONE][REACTION_CLASS:RENDERED_FAT][UNROTTEN]
[HAS_MATERIAL_REACTION_PRODUCT:SOAP_MAT]
[PRODUCT:100:1:GLOB:NONE:GET_MATERIAL_FROM_REAGENT:B:SOAP_MAT]
[SKILL:SOAP_MAKING]
I don't remember if I tested this specific reaction or not.
are crowns wearable?
They should be in the current version. They are "shaped", so they wouldn't be wearable with shaped helmets.
Will storing invisible sites cause places visited first in adventurer mode to be selectable as dwarf-mode fortress sites?
You could place your dwarf fortress on top of them, but if I did it right, they are all 1x1 and invisible in all ways. I just needed to preserve the sites. It's too much of a hack to be something for passing actual game information around, for now anyway. I'm not sure how it'll evolve with adventurer sites/entities/etc.
Have you considered making modders be able to specify exclusions of certain tags from the "general" caste for each caste?
It has come up on occasion, but it's not a totally quick thing to do, the way things work.
Toady, since now soldiers will become attached to their weapons, will tthey be willing to give up their, say, Copper War Hammer for an Iron one? Or a *Steel War Hammer*? Or maybe a masterful adamantine one?
Not if they are actually attached to it (should be reasonably rare), and not just familiar with it. You can force them away from it if it doesn't match their uniform (I think, I can't find anything quickly contradicting that). Attachment is a long process, so if you've got reasonable upgrades coming up, it won't happen until you stall, and then you are probably reasonably satisfied.
After all of the material, body structure and combat changes will dwarves still try to kill zombies by infinitely twisting a stuck weapon into a wound, trying to make them bleed to death? (which simply cannot happen for zombies)
Probably. I don't remember changing that.
Just out of curiosity, how did you fix the annoying cat bug?
I found a vermin hunter condition in there. The 40d# one used the mouth tag, which would be very wrong for some critters. Vermin hunter is an over-broad tag itself, but at least their hauls are always vermin hunting. Unless you stick it on your guys, which does who knows what.
spoilered questions in here, haven't exactly been consistent about it myself thoughGiven the new material stuff (round shelled blob of goo anybody?), I'm sure its possible, but have you seen titans that would resemble something that is an artificial construct in your journeys through the legends of the worlds you made?
I think I've got rocks and metals in with the materials, but nothing like gears and stuff.
With the whole random creature thing, can adamantine be chosen as a material?
I don't think that happens... it would be unfortunate for you if it does, although I guess a giant steel critter is almost as bad, except that it can be limbed by adamantine swords... or at least toed. It depends on the size.
Seeing as there is practically guaranteed magma in the underground, does that mean that there is practically guaranteed naturally occurring obsidian?
Aside from the much higher chance of dwarf manufactured obsidian of course.
If you don't count the stuff you make with water, it's not exactly accessible or necessarily there, no, and certainly not safe to just pick away at when it is there.
Will there be lava pipes like in the old version in addition to the lava at the bottom of the map?
Yeah.