Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 262 263 [264] 265 266 ... 372

Author Topic: [MODDING] CREATURE & ENTITY QUESTIONS THREAD  (Read 694037 times)

MachoNacho

  • Bay Watcher
  • pug
    • View Profile
Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3945 on: August 28, 2019, 01:06:45 pm »

I made a creature but it's too strong.
Spoiler (click to show/hide)
I want it's heads to be easy to sever, as the WHOLE CONCEPT of the creature was a giant worm that splits into more worms when you cut it apart. How do I make it easy to sever this thing's heads?

This is it's body:
Spoiler (click to show/hide)

Also, I used the hydra as a template for it, and yes, [BODY:HEADWURM] was painful to make.
« Last Edit: August 28, 2019, 01:26:03 pm by MachoNacho »
Logged
pug

TomiTapio

  • Bay Watcher
  • OldGenesis since 2012
    • View Profile
    • My Flickr animal photos
Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3946 on: August 28, 2019, 03:16:20 pm »

Too strongk headwurm:

The strength comes from
[NO_CONNECTIONS_FOR_MOVEMENT]
[BODY_SIZE:20:0:8 000 000] 8 tons
   [NATURAL_SKILL:BITE:6]
   [NATURAL_SKILL:GRASP_STRIKE:6]
   [NATURAL_SKILL:MELEE_COMBAT:6] counterattack/parry
I assume it cannot be killed by blood loss, as you want heads to stay going.

I would arena-test a 900 kg version of it, see how many nude axe-dwarves needed to kill it.
If you want neck severing, let neck be large, and made of weak material (FAT?)
« Last Edit: August 28, 2019, 03:17:53 pm by TomiTapio »
Logged
==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

Roses

  • Bay Watcher
    • View Profile
Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3947 on: August 28, 2019, 03:32:53 pm »

You also have the heads connected together directly. I would put a connecting body part with it's own tissues and materials
Logged

voliol

  • Bay Watcher
    • View Profile
    • Website
Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3948 on: August 28, 2019, 04:34:23 pm »

IIRC Revenge of the Mushroom Kingdom has a creature that splits apart. You might want to take a look at that. Otherwise, have very soft connector body parts/tissues between the heads that can be sliced off easily.

MachoNacho

  • Bay Watcher
  • pug
    • View Profile
Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3949 on: August 28, 2019, 05:33:44 pm »

You also have the heads connected together directly. I would put a connecting body part with it's own tissues and materials
Ok how do I do that? :/
Logged
pug

Roses

  • Bay Watcher
    • View Profile
Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3950 on: August 29, 2019, 09:50:14 am »

You also have the heads connected together directly. I would put a connecting body part with it's own tissues and materials
Ok how do I do that? :/

Look at the neck body part for an example. Just have it connect to the body, then the next head connect to the neck and so forth
Logged

MachoNacho

  • Bay Watcher
  • pug
    • View Profile
Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3951 on: August 29, 2019, 10:57:52 am »

You also have the heads connected together directly. I would put a connecting body part with it's own tissues and materials
Ok how do I do that? :/

Look at the neck body part for an example. Just have it connect to the body, then the next head connect to the neck and so forth

No, I mean how do I give the connecting part it's own tissues and materials?
Logged
pug

MachoNacho

  • Bay Watcher
  • pug
    • View Profile
Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3952 on: August 29, 2019, 01:02:03 pm »

I made these creatures:
Spoiler (click to show/hide)

Spoiler (click to show/hide)

But this happened:

Spoiler (click to show/hide)

Please help me fix it.

Edit:
Spoiler (click to show/hide)



Spoiler (click to show/hide)
the bodies (I dunno why the text looks weird here, it looks normal in the .txt file)
« Last Edit: August 29, 2019, 02:38:56 pm by MachoNacho »
Logged
pug

ZM5

  • Bay Watcher
  • Accomplished RAW Engineer
    • View Profile
    • Steam
Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3953 on: August 29, 2019, 01:53:55 pm »

These mean the attack cannot find a body part to use the attack with. I.e you have [ATTACK:STING:BODYPART:BY_CATEGORY:STINGER] - since its saying it cannot find a BP to use it with, it means the body plan for these podlings lacks a body part that has the STINGER category.

Also, you'd need to make a new body detail plan for something like giving a body part its own materials and tissues - examples would be in b_detail_plan_default. You probably don't actually need that to make the necks weaker though.

voliol

  • Bay Watcher
    • View Profile
    • Website
Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3954 on: August 30, 2019, 08:34:39 am »

You also have the heads connected together directly. I would put a connecting body part with it's own tissues and materials
Ok how do I do that? :/
Look at the neck body part for an example. Just have it connect to the body, then the next head connect to the neck and so forth
No, I mean how do I give the connecting part it's own tissues and materials?
Follow the wiki's guide on tissue modding. You'll want to make a new body detail plan.

DerMeister

  • Bay Watcher
    • View Profile
Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3955 on: September 01, 2019, 11:13:12 am »

Why civ not spawn in worldgen?
Code: [Select]
[OBJECT:CREATURE]

[CREATURE:JIRK]
[DESCRIPTION:Not large, but very atrocitus hater of all life and nature.]
[NAME:elartk:elartkh:elartkha]
[CASTE_NAME:elartk:elartkh:elartkha]
[CREATURE_TILE:'e'][COLOR:4:0:0]
[CREATURE_SOLDIER_TILE:2]
[CREATURE_CLASS:CHETOGNATA]

Many of the following tags are actually caste-level tags (in this case, male and female), but because there are no differences between the castes for these tags in a dwarf, you can add them earlier.  Any caste-level tag that occurs before castes are explicitly declared is saved up and placed on any caste that is declared later, unless the caste is explicitly derived from another caste.

[CREATURE_CLASS:SMART]
[STRANGE_MOODS][SENSE_CREATURE_CLASS:15:4:0:1]
[TRANCES][PRONE_TO_RAGE][HUNTS_VERMIN][[RETRACT_INTO_BP:BY_CATEGORY:UPPERBODY:roll into a ball:rolls into a ball:unroll:unrolls]]
[LARGE_PREDATOR]OPPOSED_TO_LIFE][GOBBLE_VERMIN_CLASS:MAMMAL][GOBBLE_VERMIN_CLASS:EDIBLE_GROUND_BUG][GOBBLE_VERMIN_CLASS:GENERAL_POISON]
[CANOPENDOORS][LOCKPICKER][GNAWER:gnawed][BUILDINGDESTROYER][STANCE_CLIMBER]
[PREFSTRING:racial purity]
[PREFSTRING:narcissism]
[PREFSTRING:dangerous]

[BODY:BASIC_2PARTBODY:BASIC_3PARTARMS:BASIC_FRONTLEGS:BASIC_REARLEGS:2HEAD_HORN_NUMBERED:BASIC_HEAD_NECK:2EYESTALKS:2LUNGS:HEART:HEART:GUTS:ORGANS:ORGANS:SPINE:BRAIN:BRAIN:SKULL:3FINGERS:3TOES:MOUTH:LARGE_MANDIBLES:2_HEAD_CLUBBED_TENTACLES:TEETH:2_HEAD_CLUBBED_TENTACLES:RIBCAGE]

Next we use body detail plans (which have their own raw file) to streamline the addition of some of the common materials, tissues and their relationships with each other.

[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[REMOVE_MATERIAL:SKIN]
[REMOVE_MATERIAL:LEATHER]
[REMOVE_MATERIAL:PARCHMENT]
[REMOVE_MATERIAL:HAIR]
[USE_MATERIAL_TEMPLATE:SCALE:CHITIN_TEMPLATE]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[REMOVE_TISSUE:SKIN]
[REMOVE_TISSUE:HAIR]
[USE_TISSUE_TEMPLATE:SCALE:SCALE_TEMPLATE]
[BODY_DETAIL_PLAN:CHITIN_MATERIALS]
[TISSUE:OBSINAIL_TEMPLATE]
[TISSUE_NAME:obsidian nail:NP]
[STRUCTURAL]
[TISSUE_MATERIAL:INORGANIC:OBSIDIAN]
[RELATIVE_THICKNESS:1]   
[HEALING_RATE:700]   
[CONNECTS]   
[TISSUE_SHAPE:LAYER]
[TISSUE:SCALESHELL_TEMPLATE]
[TISSUE_NAME:chitin scale:NP]
[STRUCTURAL]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:CHITIN]
[RELATIVE_THICKNESS:1]   
[HEALING_RATE:700]   
[CONNECTS]   
[TISSUE_SHAPE:SCALES]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:EGG_MATERIALS]

Eyebrows and eyelashes are manually added here.



And nails.

[USE_TISSUE_TEMPLATE:NAIL:OBSINAIL_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:FINGER:NAIL:FRONT]
[USE_TISSUE_TEMPLATE:HOOF:HOOF_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:TOE:HOOF:FRONT]



Set up some major arteries that couldn't be handled in the raw templates.  The selection commands can be used to grab tissue layers to adjust their properties after they have been created.

[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]

Then back to some more body detail plans.

[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[BODY_DETAIL_PLAN:LEATHERY_EGG_MATERIALS]
[RELSIZE:BY_CATEGORY:TENTACLE:5] Of course!  Standard relative size for humanoids is 200.
[RELSIZE:BY_CATEGORY:MANDIBLES:20]

Tendons and ligaments are currently very abstract, but adding these flags will let wounds occur that damage them.  The number afterward is the healing rate.  Lower is faster.

[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]

This makes the creature susceptible to severed nerves when muscles are torn in limb, grasp and stance parts.

[HAS_NERVES]
[NO_FEVERS]

This controls the bleeding behavior.

[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[STATE_COLOR:ALL:TEAL]
[SYNDROME]
[SYN_NAME:berylliosis]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_CONTACT][SYN_INHALED][SYN_INJECTED][SYN_INGESTED]
[CE_PAIN:SEV:15:PROB:100:LOCALIZED:VASCULAR_ONLY:RESISTABLE:START:50:PEAK:1000:END:2000]
[CE_BLISTERS:SEV:25:PROB:100:LOCALIZED:VASCULAR_ONLY:RESISTABLE:START:50:PEAK:1000:END:2000]
[CE_FEVER:SEV:50:PROB:100:RESISTABLE:SIZE_DILUTES:START:50:PEAK:500:END:1500]
[CE_NAUSEA:SEV:50:PROB:100:RESISTABLE:SIZE_DILUTES:START:50:PEAK:500:END:1500]
[CE_DIZZINESS:SEV:50:PROB:100:RESISTABLE:SIZE_DILUTES:START:50:PEAK:500:END:1500]
[CE_PAIN:SEV:75:PROB:100:RESISTABLE:SIZE_DILUTES:LOCALIZED:VASCULAR_ONLY:START:50:PEAK:500:END:1500]
[CE_SWELLING:SEV:100:PROB:100:RESISTABLE:SIZE_DILUTES:LOCALIZED:VASCULAR_ONLY:START:50:PEAK:500:END:1500]
[CE_OOZING:SEV:50:PROB:100:RESISTABLE:SIZE_DILUTES:LOCALIZED:VASCULAR_ONLY:START:50:PEAK:500:END:1500]
[CE_BRUISING:SEV:50:PROB:100:RESISTABLE:SIZE_DILUTES:LOCALIZED:VASCULAR_ONLY:START:50:PEAK:500:END:1500]
[CE_BLEEDING:SEV:10:PROB:100:RESISTABLE:SIZE_DILUTES:LOCALIZED:VASCULAR_ONLY:START:50:PEAK:75:END:100]
[CE_COUGH_BLOOD:SEV:100:PROB:100:RESISTABLE:SIZE_DILUTES:START:5:PEAK:100:END:1000]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]

These classes are used by syndromes (such as poison) as well as some restricted entity positions.  You can name them whatever you want.



Some tags to control the overall infection behavior.

[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]

Some additional materials.


[USE_MATERIAL_TEMPLATE:SPIT:SPIT_TEMPLATE]
[SYNDROME]
[SYN_NAME:acid]
[SYN_IMMUNE_CREATURE:JIRK:ALL]
[SYN_CONTACT]
[SYN_INHALED]
[SYN_INJECTED]
[SYN_INGESTED]
[CE_NECROSIS:SEV:100:PROB:100:BP:BY_CATEGORY:ALL:ALL:START:0:PEAK:30:END:1200]
[CE_PAIN:SEV:100:PROB:100:BP:BY_CATEGORY:ALL:ALL:START:0:PEAK:30:END:1200]
[CE_BLEEDING:SEV:100:PROB:100:BP:BY_CATEGORY:ALL:ALL:START:0:PEAK:30:END:1200]


[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Spit]
[CDI:USAGE_HINT:NEGATIVE_SOCIAL_RESPONSE]
[CDI:USAGE_HINT:TORMENT]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
[CDI:MATERIAL:LOCAL_CREATURE_MAT:SPIT:LIQUID_GLOB]
[CDI:VERB:spit:spits:NA]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:30]

Attributes for dwarves are still described in terms of the median value below, but the actual game effects are altered according to the raw numbers.  The numbers are different percentile values.  1000 is the human median for all attributes, so dwarven strength, for instance, has a higher median of 1250, although they suffer from their smaller size.

[PHYS_ATT_RANGE:STRENGTH:450:550:700:750:800:850:900]
[PHYS_ATT_RANGE:AGILITY:1000:1250:1500:2000:2250:2500:3000]
[PHYS_ATT_RANGE:TOUGHNESS:850:900:950:1000:1050:1100:1150]
[PHYS_ATT_RANGE:ENDURANCE:850:900:950:1000:1050:1100:1150]
[PHYS_ATT_RANGE:RECUPERATION:450:1050:1150:1250:1350:1550:2250]
[PHYS_ATT_RANGE:DISEASE_RESISTANCE:700:1300:1400:1500:1600:1800:2500]
[MENT_ATT_RANGE:ANALYTICAL_ABILITY:1250:1500:1750:2000:2500:3000:5000]
[MENT_ATT_RANGE:FOCUS:1250:1500:1750:2000:2500:3000:5000]
[MENT_ATT_RANGE:WILLPOWER:1250:1500:1750:2000:2500:3000:5000]
[MENT_ATT_RANGE:PATIENCE:0:333:666:1000:2333:3666:5000]
[MENT_ATT_RANGE:MEMORY:1250:1500:1750:2000:2500:3000:5000]
[MENT_ATT_RANGE:LINGUISTIC_ABILITY:450:1050:1150:1250:1350:1550:2250]
[MENT_ATT_RANGE:MUSICALITY:0:333:666:1000:2333:3666:5000]
[MENT_ATT_RANGE:SOCIAL_AWARENESS:700:1300:1400:1500:1600:1800:2500]

These tags establish the growth phases of the creature's life.  The format is (BODY_SIZE|<year>|<day>|<average size>).

[BODY_SIZE:0:0:3000]
[BODY_SIZE:1:168:15000]
[BODY_SIZE:2:0:60000]

These body modifiers give individual dwarves different characteristics.  In the case of HEIGHT, BROADNESS and LENGTH, the modifier is also a percentage change to the BODY_SIZE of the individual creature.  The seven numbers afterward give a distribution of ranges.  Each interval has an equal chance of occurring.

[BODY_APPEARANCE_MODIFIER:HEIGHT:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
[BODY_APPEARANCE_MODIFIER:BROADNESS:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]

In order to set properties for body parts, first you select them.  In this case, we select all body parts of category EYE, then we add a few modifiers to them.


These are as before.



Attack definitions are formatted as follows:

[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:punch:punches]

This means that the attack will use as much of the available tissue as possible, rather than, say, thrusting with a spike.

[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]

[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:4:4]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_BAD_MULTIATTACK]

This causes all of the nails on the finger's of a given grasp to be used.

[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:FINGER:NAIL]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:scratch:scratches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:MAIN]

This causes all of the teeth on a given head to be used.

[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:SPIT:LIQUID:100:100]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_CANLATCH]


Here, GENERAL_BABY_NAME is at the creature level, and BABYNAME is at the caste level.  These names could be gender-specific but aren't right now.

[BABY:1]
[GENERAL_BABY_NAME:larva:larvas]
[BABYNAME:larva:larvas]
[CHILD:2]
[GENERAL_CHILD_NAME:larva:larvas]
[CHILDNAME:larva:larvas]
[EQUIPS]
[CAVE_ADAPT]
[ALL_ACTIVE]
[AMPHIBIOUS][NO_BREATHE][UNDERSWIM]
[SMELL_TRIGGER:90]
[LOW_LIGHT_VISION:10000][VISION_ARC:360:350]

This is the new format for making specific unit names for a creature.  Any unit token can be used.  If you want to add a caste-specific profession name, use CASTE_PROFESSION_NAME instead, once the caste has been declared.

[HOMEOTHERM:10067]
[APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:900:711:521:293:1900:2900] 30 kph
[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:5951:5419:4898:1463:6944:8233] 6 kph
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:5951:5419:4898:1463:6944:8233] 6 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
[SWIMS_LEARNED]
[PERSONALITY:IMMODERATION:0:55:100]
[PERSONALITY:STRESS_VULNERABILITY:0:45:100]
[PERSONALITY:BASHFUL:0:45:100]
[PERSONALITY:SINGLEMINDED:0:55:100]
[PERSONALITY:GREED:0:55:100]


Now we'll declare the specific castes.

[SET_BP_GROUP:BY_CATEGORY:HORN][BP_ADD_TYPE:CON_CAT:LEG_REAR][BP_REMOVE_TYPE:CON_CAT:HEAD]
[SET_BP_GROUP:BY_CATEGORY:SPINE][BP_ADD_TYPE:THOUGHT]
[SET_BP_GROUP:BY_CATEGORY:BODY_UPPER][BP_ADD_TYPE:HEAD]

[CASTE:OMEGA]
The gender tag lets it know how breeding works.
[FEMALE][POP_RATIO:25]
[ORIENTATION:MALE:0:100:0]
[ORIENTATION:FEMALE:100:0:0]
[LITTERSIZE:10:20][TRAINABLE][UTTERANCES][WAGON_PULLER]
GRAZER:100000][NO_EAT][NO_DRINK][RETURNS_VERMIN_KILLS_TO_OWNER][ROOT_AROUND]
To add beards, put square brackets around the following:
BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS
[CASTE:BETA]
[MALE]
[CAN_LEARN][CAN_SPEAK][POP_RATIO:5]
[ORIENTATION:MALE:0:100:0]
[ORIENTATION:FEMALE:0:100:0]
[BONECARN][NO_EAT][NO_DRINK]
[CASTE:ALPHA]
[MALE]
[INTELLIGENT][POP_RATIO:1]
[ORIENTATION:MALE:0:100:0]
[ORIENTATION:FEMALE:75:25:0]
[POWER]
[CARNIVORE][NO_EAT][NO_DRINK]
[SUPERNATURAL]
[ALCOHOL_DEPENDENT]
[SYNDROME_DILUTION_FACTOR:INEBRIATION:500]

This command lets you select all of the castes again.

[SELECT_CASTE:ALL]

Now we'll select all of the hair tissue layers we can find so that we can add colorations to them.  Even if the castes have different tissue layers, it'll find the layers and establish modifiers for each of the castes properly.


Now we'll select the eyebrows and eyelashes and give them variable lengths.



All of the other hair is selected and started at length zero.  It's fine to group them all together like this -- the creature can still accomodate different lengths once hair cutting/styling goes in.  I used one modifier here because the growth rates and starting length are all the same.

[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[PLUS_TL_GROUP:BY_CATEGORY:UPPERBODY:CHEEK_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:LOWERBODY:CHIN_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:0:0:0:0:0:0:0]
[APP_MOD_NOUN:hair:SINGULAR]

Here we set the growth rate.  This will change the modifier (LENGTH) by 1 each day up to a maximum of 1000 from the start of the dwarf's life (early beards!) for as long as the dwarf is alive.  The format is (APP_MOD_RATE|<rate>|<scale>|<min>|<max>|<start year>|<start day>|<end year>|<end day>) where the final two tokens can be replaced by NO_END if the growth is to continue indefinitely.

[APP_MOD_RATE:1:DAILY:0:1000:0:0:NO_END]
[APP_MOD_DESC_RANGE:10:25:75:125:200:300]

[TISSUE_LAYER_APPEARANCE_MODIFIER:CURLY:0:70:90:100:110:130:200]
[APP_MOD_NOUN:hair:SINGULAR]
[TISSUE_LAYER_APPEARANCE_MODIFIER:GREASY:0:70:90:100:110:130:200]
[APP_MOD_NOUN:hair:SINGULAR]
[TISSUE_LAYER_APPEARANCE_MODIFIER:DENSE:50:80:90:100:110:120:150]
[APP_MOD_NOUN:hair:SINGULAR]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]

[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[TISSUE_STYLE_UNIT:HAIR:STANDARD_HAIR_SHAPINGS]
[TSU_NOUN:hair:SINGULAR]

[SET_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]
[TISSUE_STYLE_UNIT:BEARD:STANDARD_BEARD_SHAPINGS]
[TSU_NOUN:beard:SINGULAR]

[SET_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]
[TISSUE_STYLE_UNIT:MOUSTACHE:STANDARD_MOUSTACHE_SHAPINGS]
[TSU_NOUN:moustache:SINGULAR]

[SET_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
[TISSUE_STYLE_UNIT:SIDEBURNS:STANDARD_SIDEBURNS_SHAPINGS]
[TSU_NOUN:sideburns:PLURAL]

Here we handle nail length.

*** need a new style to keep these short and need to make the entity def say to keep them short
SET_TL_GROUP:BY_CATEGORY:FINGER:NAIL]
PLUS_TL_GROUP:BY_CATEGORY:TOE:NAIL]
TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:100:100:100:100:100:100:100]
APP_MOD_RATE:1:DAILY:0:1000:0:0:NO_END]
APP_MOD_NOUN:nails:PLURAL]

Here all of the skin is selected and various colors are listed.

[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER:FERN_GREEN:1]
[TLCM_NOUN:scales:SINGULAR]

[SET_TL_GROUP:BY_CATEGORY:ALL:SCALE]
[TL_COLOR_MODIFIER:FERN_GREEN:1]
[TLCM_NOUN:scales:SINGULAR]
Now we do the eyes, using the somewhat clunky eye color patterns.

[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:BLACK:1]
[TLCM_NOUN:eyestalks:PLURAL]
[SELECT_TISSUE_LAYER:ALL]
[TL_HEALING_RATE:1]

[OBJECT:ENTITY]

[ENTITY:CHAOTIC]
[SITE_CONTROLLABLE]
[ALL_MAIN_POPS_CONTROLLABLE]
[CREATURE:JIRK]
[TRANSLATION:GEN_DIVINE]
[DIGGER:ITEM_WEAPON_PICK]
[WEAPON:ITEM_WEAPON_AXE_BATTLE]
[WEAPON:ITEM_WEAPON_SWORD_LONG]
[WEAPON:ITEM_WEAPON_SWORD_SHORT]
[WEAPON:ITEM_WEAPON_WHIP]
[WEAPON:ITEM_WEAPON_SCOURGE]
[WEAPON:ITEM_WEAPON_CROSSBOW]
[AMMO:ITEM_AMMO_BOLTS]
[WEAPON:ITEM_WEAPON_AXE_TRAINING]
[WEAPON:ITEM_WEAPON_SWORD_SHORT_TRAINING]
[ARMOR:ITEM_ARMOR_BREASTPLATE:COMMON]
[ARMOR:ITEM_ARMOR_MAIL_SHIRT:COMMON]
[ARMOR:ITEM_ARMOR_LEATHER:COMMON]
[HELM:ITEM_HELM_HELM:COMMON]
[GLOVES:ITEM_GLOVES_GAUNTLETS:COMMON]
[SHOES:ITEM_SHOES_BOOTS: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_AXE]
[TOY:ITEM_TOY_MINIFORGE]
[TOOL:ITEM_TOOL_NEST_BOX]
[TOOL:ITEM_TOOL_JUG]
[TOOL:ITEM_TOOL_LARGE_POT]
[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]
[CURRENCY_BY_YEAR]
[CURRENCY:COPPER:1]
[CURRENCY:SILVER:5]
[CURRENCY:GOLD:15]
[SELECT_SYMBOL:WAR:NAME_WAR]
[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:EVIL]
[CULL_SYMBOL:ALL:DOMESTIC]
[CULL_SYMBOL:ALL:FLOWERY]
[CULL_SYMBOL:ALL:HOLY]
[CULL_SYMBOL:ALL:PEACE]
[CULL_SYMBOL:ALL:NEGATOR]
[CULL_SYMBOL:ALL:GOOD]
[METAL_PREF]
[GEM_PREF]
[STONE_PREF]
[USE_ANIMAL_PRODUCTS]
[ABUSE_BODIES]
[USE_MISC_PROCESSED_WOOD_PRODUCTS]
[EQUIPMENT_IMPROVEMENTS]
[ART_IMAGE_ELEMENT_MODIFIER:PLANT:0]
[ART_IMAGE_ELEMENT_MODIFIER:TREE:0]
[ITEM_IMPROVEMENT_MODIFIER:RINGS_HANGING:64]
[ITEM_IMPROVEMENT_MODIFIER:BANDS:384]
[ITEM_IMPROVEMENT_MODIFIER:SPIKES:384]
[FRIENDLY_COLOR:1:0:1]
[DEFAULT_SITE_TYPE:CAVE_DETAILED]
[LIKES_SITE:CAVE_DETAILED]
[TOLERATES_SITE:CITY]
[TOLERATES_SITE:CAVE_DETAILED]
[START_BIOME:GLACIER]
[START_BIOME:MOUNTAIN]
[START_BIOME:ANY_DESERT]
START_BIOME:UNDERGROUND_CHASM]
START_BIOME:UNDERGROUND_WATER]
[BIOME_SUPPORT:GLACIER]
[BIOME_SUPPORT:MOUNTAIN]
[BIOME_SUPPORT:ANY_DESERT]
BIOME_SUPPORT:UNDERGROUND_CHASM]
BIOME_SUPPORT:UNDERGROUND_WATER]
[DIPLOMAT_BODYGUARDS]
[MERCHANT_BODYGUARDS]
[SIEGER]
[MAX_STARTING_CIV_NUMBER:10000]
[MAX_POP_NUMBER:1000000]
[MAX_SITE_POP_NUMBER:120]
[WANDERER]
[BEAST_HUNTER]
[SCOUT]
[MERCENARY]
can also use SCHOLAR:ALL
[SCHOLAR:MATHEMATICIAN]
[SCHOLAR:ASTRONOMER]
[SCHOLAR:CHEMIST]
[SCHOLAR:DOCTOR]
[SCHOLAR:ENGINEER]
[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:GLASSMAKER]
[PERMITTED_JOB:STRAND_EXTRACTOR]
[PERMITTED_JOB:FISHERMAN]
[PERMITTED_JOB:FISH_DISSECTOR]
[PERMITTED_JOB:FISH_CLEANER]
[PERMITTED_JOB:SPINNER]
[PERMITTED_JOB:COOK]
[PERMITTED_JOB:THRESHER]
[PERMITTED_JOB:MILLER]
[PERMITTED_JOB:BUTCHER]
[PERMITTED_JOB:TANNER]
[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: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: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:TUNNEL]
[WORLD_CONSTRUCTION:BRIDGE]
[WORLD_CONSTRUCTION:ROAD]
[ETHIC:KILL_ENTITY_MEMBER:MISGUIDED]
[ETHIC:KILL_NEUTRAL:REQUIRED]
[ETHIC:KILL_ENEMY:REQUIRED]
[ETHIC:KILL_ANIMAL:REQUIRED]
[ETHIC:KILL_PLANT:REQUIRED]
[ETHIC:TORTURE_AS_EXAMPLE:ACCEPTABLE]
[ETHIC:TORTURE_FOR_INFORMATION:ONLY_IF_SANCTIONED]
[ETHIC:TORTURE_FOR_FUN:REQUIRED]
[ETHIC:TORTURE_ANIMALS:REQUIRED]
[ETHIC:TREASON:ACCEPTABLE]
[ETHIC:OATH_BREAKING:MISGUIDED]
[ETHIC:LYING:ACCEPTABLE]
[ETHIC:VANDALISM:PUNISH_CAPITAL]
[ETHIC:TRESPASSING:MISGUIDED]
[ETHIC:THEFT:PUNISH_SERIOUS]
[ETHIC:ASSAULT:ACCEPTABLE]
[ETHIC:SLAVERY:UNTHINKABLE]
[ETHIC:EAT_SAPIENT_OTHER:ACCEPTABLE]
[ETHIC:EAT_SAPIENT_KILL:REQUIRED]
[ETHIC:MAKE_TROPHY_SAME_RACE:REQUIRED]
[ETHIC:MAKE_TROPHY_SAPIENT:ACCEPTABLE]
[ETHIC:MAKE_TROPHY_ANIMAL:UNTHINKABLE]
[VALUE:LAW:-30]
[VALUE:LOYALTY:30]
[VALUE:FAMILY:-30]
[VALUE:FRIENDSHIP:-30]
[VALUE:POWER:0]
[VALUE:TRUTH:-30]
[VALUE:CUNNING:0]
[VALUE:ELOQUENCE:0]
[VALUE:FAIRNESS:-15]
[VALUE:DECORUM:-50]
[VALUE:TRADITION:0]
[VALUE:ARTWORK:-30]
[VALUE:COOPERATION:15]
[VALUE:INDEPENDENCE:5]
[VALUE:STOICISM:5]
[VALUE:KNOWLEDGE:50]
[VALUE:INTROSPECTION:0]
[VALUE:SELF_CONTROL:0]
[VALUE:TRANQUILITY:0]
[VALUE:HARMONY:0]
[VALUE:MERRIMENT:15]
[VALUE:CRAFTSMANSHIP:50]
[VALUE:MARTIAL_PROWESS:15]
[VALUE:SKILL:30]
[VALUE:HARD_WORK:30]
[VALUE:SACRIFICE:0]
[VALUE:COMPETITION:0]
[VALUE:PERSEVERANCE:5]
[VALUE:LEISURE_TIME:15]
[VALUE:COMMERCE:15]
[VALUE:ROMANCE:0]
[VALUE:NATURE:-50]
[VALUE:PEACE:0]
[WILL_ACCEPT_TRIBUTE]

For the LAND_HOLDER positions below (baron etc.) this sets up the different levels your fort needs to reach to attain them.  LAND_HOLDER_TRIGGER:<land holder number>:<population>:<wealth exported>:<created wealth>

[LAND_HOLDER_TRIGGER:1:20:10000:100000]
[LAND_HOLDER_TRIGGER:2:20:20000:200000]
[LAND_HOLDER_TRIGGER:3:20:30000:300000]
[POSITION:MONARCH]
[NAME_MALE:fuerer:fuerers]
[GENDER:MALE]
[NUMBER:1]
[SUCCESSION:BY_HEIR]
[RESPONSIBILITY:LAW_MAKING]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[RESPONSIBILITY:MILITARY_GOALS]
[PRECEDENCE:1]
[SPECIAL_BURIAL]
[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]
[SPECIAL_BURIAL]
[MENIAL_WORK_EXEMPTION]
[SLEEP_PRETENSION]
[PUNISHMENT_EXEMPTION]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[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]
[DUTY_BOUND]
[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: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]
[REQUIRES_MARKET]
[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:BOOKKEEPER]
[NAME:bookkeeper:bookkeepers]
[SITE]
[REQUIRES_MARKET]
[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:CHAMPION]
[NAME:champion:champions]
[SITE]
[REQUIRES_MARKET]
[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:HAMMERER]
[NAME:killer:killers]
[SITE]
[REQUIRES_MARKET]
[NUMBER:1]
[RESPONSIBILITY:EXECUTIONS]
[EXECUTION_SKILL:WHIP]
[APPOINTED_BY:EXPEDITION_LEADER]
[APPOINTED_BY:MAYOR]
[PRECEDENCE:150]
[DO_NOT_CULL]
[COLOR:0:0:1]
[DUTY_BOUND]
[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]
[STONE_SHAPE:OVAL_CABOCHON]
[STONE_SHAPE:ROUND_CABOCHON]
[STONE_SHAPE:CUSHION_CABOCHON]
[STONE_SHAPE:RECTANGULAR_CABOCHON]
[ANIMAL]
[ANIMAL_FORBIDDEN_CLASS:GENERAL_POISON]
[ANIMAL]
[ANIMAL_NEVER_MOUNT]
[ANIMAL_NEVER_WAGON_PULLER]
[ANIMAL_NEVER_PACK_ANIMAL]
[ANIMAL_NEVER_PET]
[ANIMAL_NEVER_SIEGE]
[ANIMAL]
[ANIMAL_TOKEN:JIRK]
[ANIMAL_CASTE_TOKEN:OMEGA]
[ANIMAL_ALWAYS_MOUNT]
[ANIMAL_ALWAYS_WAGON_PULLER]
[ANIMAL_NEVER_PACK_ANIMAL]
[ANIMAL_ALWAYS_PET]
[ANIMAL_ALWAYS_SIEGE]
[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]
Logged

Eric Blank

  • Bay Watcher
  • *Remain calm*
    • View Profile
Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3956 on: September 01, 2019, 01:39:54 pm »

All I can think of is in your entity biome section there, biome_support:x should have a number after it representing frequency, like 3 or 5 or whatever. Might also remove the end brackets after the biome tags you commented out, maybe that's screwing something up.

You made sure the creature works correctly in arena more, I assume.

You also removed the land_holder entity positions, but left the land holder triggers in that might cause problems down the line but I doubt it's preventing entity placement.
Logged
I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

ZM5

  • Bay Watcher
  • Accomplished RAW Engineer
    • View Profile
    • Steam
Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3957 on: September 01, 2019, 02:42:52 pm »

I'd also recommend removing glaciers if you only have the vanilla set of plants/creatures otherwise. Glacier civs usually get skipped or result in "farming civ lacks crops" errors if you don't have more stuff available for them in that biome.

Eric Blank

  • Bay Watcher
  • *Remain calm*
    • View Profile
Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3958 on: September 01, 2019, 02:49:18 pm »

I actually added some "tundra oats" and I think tundra willow plants to help alleviate that for my ice giant civ I'm adding to Spellcrafts. That seems to help ensure they generate properly. They have domestic "mammaroths" for meat and wool to supplement native wildlife.
Logged
I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

DerMeister

  • Bay Watcher
    • View Profile
Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3959 on: September 01, 2019, 11:40:27 pm »

I'd also recommend removing glaciers if you only have the vanilla set of plants/creatures otherwise. Glacier civs usually get skipped or result in "farming civ lacks crops" errors if you don't have more stuff available for them in that biome.
This civ not farm plants and even have no pets.
Logged
Pages: 1 ... 262 263 [264] 265 266 ... 372