OldGenesis (by Deon and myself) notes and to-do items text file has the following tricks stored:
"try putting [DOES_NOT_DETERMINE_PRODUCT_AMOUNT] after [REAGENT "
===
Item reaction products
The version 0.40 added an even more powerful form of the above. Where material reaction products can only affect what type of stuff the predestined end product is made of, item reaction products can decide the entire end result ahead of time. Item AND material.
==
in interaction_standard:
[INTERACTION:DEMORALIZE] by NordicNooob 2020
[I_SOURCE:CREATURE_ACTION]
[FREE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_AFFECTED_CREATURE:DWARF:ALL]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED] dont let accumulate from 20 goblins
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_NAME:being under siege]
[CE_FEEL_EMOTION:EMOTION:UNEASINESS:SEV:100:PROB:100:START:0:END:500] original Demoralize line
[CE_FEEL_EMOTION:EMOTION:NERVOUSNESS:SEV:75:PROB:100:START:10:PEAK:120:END:180:DWF_STRETCH:2]
[CE_FEEL_EMOTION:EMOTION:ANNOYANCE:SEV:112:PROB:40:START:10:PEAK:98:END:220:DWF_STRETCH:2]
[CAN_DO_INTERACTION:DEMORALIZE]
[CDI:ADV_NAME:Demoralize]
[CDI:TARGET_RANGE:A:40] was 1000, can't hear gobbos if home deep in caves
[CDI:VERB:taunt viciously:taunts viciously:NA]
[CDI:MAX_TARGET_NUMBER:A:1] dwarf creature only, not other species citizen/visitor.
[CDI:WAIT_PERIOD:3600] don't spam super often
==
[EXTRA_BUTCHER_OBJECT:BY_CATEGORY:GIZZARD] [EBO_ITEM:BOULDER:NONE:INORGANIC:NATIVE_GOLD]
[EXTRA_BUTCHER_OBJECT:BY_CATEGORY:GIZZARD] [EBO_ITEM:BOULDER:NONE:INORGANIC:HEMATITE]
--can add many without them overwriting.
==
"Only workaround I found for that is with megabeasts that have NOT_LIVING - their summons wont attack them if the summons have OPPOSED_TO_LIFE and they also wont attack the summons themselves."
melt metal stuff: "I keep a group of stockpiles that accept low-quality metal items and use 'd' 'b' 'm' over the stockpiles." -anewaname
note: admin nobles positions, can restrict to caste! https://dwarffortresswiki.org/index.php/DF2014:Position_token
- note: ctrl-T in adventurer mode to do fort mode reactions?
xx didnt accept "moledog tooth" : "[REAGENT:tooth_B:1:NONE:NONE:NONE:NONE] [USE_BODY_COMPONENT][ANY_TOOTH_MATERIAL]--UNROTTEN]" "Reagent must be a body part (CORPSE or CORPSEPIECE). Must be used even if your reagent item type is CORPSE or CORPSEPIECE, otherwise it will match any item. "
"The MATERIAL_SIZE value is divided by 3 to determine how many bars it takes to make."
- note one haulful of wood is 20-41 kg.
---
[INTERACTION:CONJURE_WEAPON] by Warlord255
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_MANUAL_INPUT:conjure weapon]
[I_EFFECT:CREATE_ITEM]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ITEM:100:1:WEAPON:ITEM_WEAPON_SWORD_SHORT:INORGANIC:IRON]
[IE_ITEM_QUALITY:ARTIFACT]
--
--
world Gen Crashes that ive noticed have a few new issues that arised.. Which requires a lot of testing.
DARK FORTRESS civs cannot have defined positions currently due to Randomised possible conflicts per World Generation.
NO_EAT in creatures raw seems to cause a crash for FOREST RETREAT civs, which I had to remove that from 1 of my civs.
- ^ Not sure if this issue could also be with NO_DRINK or any others.
Multiple Responsibilities, meaning having 2 or more positions defining certain responsibilities, have a tendency to cause crashes for FORTRESS and TOWN/HAMLET civs.
CUSTOM_OFFICIAL#6 = butler [RESPONSIBILITY:MANAGE_LEADER_HOUSEHOLD_FOOD][RESPONSIBILITY:PREPARE_LEADER_MEALS]
CUSTOM_MARKET_OFFICIAL_#1 = grain official [RESPONSIBILITY:FOOD_SUPPLY]
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
syndromes: 10k = dizzy, nauseous, slightfever. 250000 for drowsiness. "paralysis 10k+, death in 709 ticks." paralysis syn can "CE_ADD_TAG:NOBREATHE" so no death!
"Cranking up VENGEFUL and maybe GREED on the noblemen is a very good idea though, can't believe I didn't think of that. I'll try that and see if it makes them fight more (they've already got high VIOLENT, CONFIDENCE, AMBITION and lowered TOLERANCE though I could certainly try raising/lowering those a bit more). Thanks."
"[DEFAULT_SITE_TYPE:PLAYER_FORTRESS] creates marketless hillocks over the defined terrain" "CAVE_DETAILED civs make hillocks if they settle in a non-mountain biome."
"I have also seen intelligent megabeasts with the SUPERNATURAL and POWER tags acquire a secret that matched their spheres and write books on it" -IndigoFenix
"weird quirk to interaction granted syndromes that might be causing this. Apparently, the game applies the syndrome as if it came from a tiny creature, so you have to mess a lot with the severity of each effect to actually get them strong enough to have any effect. It also means there's no way to have a one-size-fits-all sort of effect: if you balance it for human-sized creatures, the effect will be overpowered for smaller creature, and underpowered for larger ones :c"
"SPHERE_ALIGNMENT token is absolute broken bullshit and should not be used" - Random_dragon
"if your civ doesnt send caravans of any sort, then you wont get any other caravans either" cos of trade trigger.
"Being away from family and Eat good meal are broken at the moment. " 2019-07
"Finally figured out how to reliably inject freezing-cold venom into a victim that would cause near-instant freezing damage and could be accumulated with multiple hits, eventually causing the victim to freeze to death, but would not continue to cause damage after the initial burst. The trick is to give the venom a SPEC_HEAT of 1, a BOILING_POINT of the temperature you desire, and a HEATDAM_POINT equal to the boiling point. Apparently boiling points are not respected for injected venom, but heat damage is." -indigofenix
- contact with vomit causes disgust -- error, vomit is HARDCODED.
bee/moth modding tip: "You need [COLONY_EXTERNAL]"
TODO magical animals that use magic intercation on CLEAN_SELF. Faedog?
TODO paralyze blast to mind flayers:
[INTERACTION:TEH_PARALYSIS]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_AFFECTED_CLASS:GENERAL_POISON]
[IT_FORBIDDEN:PARALYZEIMMUNE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:DICLONIUS]
[IT_MANUAL_INPUT:creatures]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_NAME:paralysed]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_IMMUNE_CLASS:xxxx]
[CE_PARALYSIS:SEV:10000:PROB:100:BP:BY_CATEGORY:ALL:ALL:RESISTABLE:START:0:END:20]
[FANCIFUL]: "The creature is a thing of legend and known to all civilizations. Its materials cannot be requested or preferred. The tag also adds some art value modifiers."
"Apparently world gen doesn't like pets with the LIGHT_GEN tag." -- Demonic Gophers
if remove no_Eat, add some of: [INDOOR_FARMING], [OUTDOOR_FARMING], [INDOOR_GARDENS], [OUTDOOR_GARDENS], [INDOOR_ORCHARDS], [OUTDOOR_ORCHARDS], [RIVER_PRODUCTS], [OCEAN_PRODUCTS]
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
- One fort season (100800 ticks) is: 67 minutes at 25 tps, 34 minutes at 50 tps, 17 minutes at 100 tps.
walking: 33600 ticks per month. avg dwarf walks 120 tiles/day (day is 1200 ticks), 840 tiles/week. That's 1848 m/week, 264 m/day. Assuming 2.2m wide tiles.
- IRONWORKING: first smelter the ore. Then hammer the poor iron into armor-grade iron at a Finishing Forge (needs anvil). Crucible the hammered iron into steel if have flux stone.
- one haulful of wood weighs 18 - 41 kg.
- sylvans = forests, ezrakim = deserts, dusk elves = swamps.
- Illithids, centaurs, demons are supposed to be on the rarer side,
and beastmen, serpentfolk, goblins, goblines, groblins are supposed to be plentiful. (we have 3 goblin civs in the hopes of getting SIEGES. Goblines are more civilized.)
- note: you can make wooden spears, staffs, daggers in furniture shop. And stone clubs and maces and stone axes at stonecutter's shop.
Wooden spears should be great versus wildlife, and in weapon traps. Especially forts where there is no weapon metal in the ground.
- note: if you build a wall to keep invaders out, you're using an exploit. They are not yet programmed to break walls; they should be breaking your walls slowly during a siege. Toady intends for them to have wall-dismantling but he hasn't coded it yet.
- fort tip: Generate a world using advanced world-gen, and set the VAMPIRE_NUMBER to zero.
- adventurer tip: use advanced world-gen, and set the number of bogeymen to zero.
- tip: in Kiln, make quicklime into bag from REACTION_CLASS:CALCIUM_CARBONATE (calcite, chalk, limestone, marble, pink marble, pure marble).
Then can make quicklime at Ashery workshop, into a bucket. For parchments.
- tip: in announcements.txt you can set "pause on citizen death" which is quite handy. (D_D = show in fort mode, P pause, R recenter screen)
- tip: sacrifice stuff on Altar of Nature (cauldron, 2 wooden staff, 2 shaman ring toy, [deleted DRUM], bucket) and Altar of War(anvil, 4 shaman ring toy, 2 lamp toy). To please Armok. They're a little harder to build.
- tip: use mousewheel to zoom in and out.
- tip: grind rock salt boulders into a food ingredient, at grinder workshop.
- note: I have disabled bogeymen / night creatures from my custom worldgens, as they really hinder adventuring.
- plant growdur longer than max = cant farm this plant.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
maybe TODO "I added [SHAPED] to shoes, high boots, low boots and sandals. This seems to work well" -greycat
TODO maybe use_weap habit to some [HABIT_NUM:TEST_ALL][HABIT:GRIND_BONE_MEAL:100][HABIT:EAT_BONE_PORRIDGE:100][HABIT:USE_ANY_MELEE_WEAPON:100]
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Metal Value Density ImpYld ImpFrct ImpEla ShrYld ShrFrct ShrEla Notes
Adamantine 300 0.200 5000 5000 0 5000 5000 0
Divine metal 300 1.0 1000 2000 0 1000 2000 0
Steel 30 7.85 1505 2520 940 430 720 215
Bismuth bronze 6 8.25 602 843 547 172 241 156
Bronze 5 8.25 602 843 547 172 241 156
Iron 10 7.85 542 1080 319 155 310 189
Copper 2 8.93 245 770 175 70 220 145
Silver 10 10.49 350 595 350 100 170 333
Platinum 40 21.4 350 700 152 100 200 164 Only available as Artifact Weapons.
Bone 1 0.50 200 200 100 115 130 100
Wood 1 0.50 10 10 1000 40 40 1000
Shell 1 0.50 200 200 100 115 130 100 Only available as Artifact Weapons.
Leather 1 0.50 10 10 50000 25 25 50000 Material data added for comparison.
Obsidian 3 2.67 1000 1000 2222 35 35 114 Only available for Stone Weapons.
Crystal glass 10 2.6 1000 1000 2222 33 33 113 Only available as Trap Components.
Clear glass 5 2.6 1000 1000 2222 33 33 113 Only available as Trap Components.
Green glass 2 2.6 1000 1000 2222 33 33 113 Only available as Trap Components.
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
"Exclusive civ creatures is super easy now. Just delete COMMON_DOMESTIC from the entity file to get rid of all those pesky mules and geese, and add something like this:
[ANIMAL]
[ANIMAL_TOKEN:VORACIOUS_CAVE_CRAWLER]
[ANIMAL_ALWAYS_MOUNT]
[ANIMAL_ALWAYS_SIEGE]
[ANIMAL_ALWAYS_PACK]
[ANIMAL_ALWAYS_WAGON_PULLER]
[ANIMAL_ALWAYS_PET]
[ANIMAL_ALWAYS_PRESENT]
[SYNDROME]
[SYN_NAME:weeping]
[SYN_IDENTIFIER:TEARSMAKESAD]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_CONTACT]
[SYN_NO_HOSPITAL]
[CE_FEEL_EMOTION:EMOTION:ANNOYANCE:SEV:25:PROB:30:START:10:PEAK:90:END:220:DWF_STRETCH:4]
[CE_FEEL_EMOTION:EMOTION:IRRITATION:SEV:25:PROB:60:START:10:PEAK:120:END:480:DWF_STRETCH:4]
[CE_FEEL_EMOTION:EMOTION:GLUMNESS:SEV:10:PROB:10:START:10:PEAK:120:END:480:DWF_STRETCH:4] --can't cos glumness causes forever-tears loop?
[CE_FEEL_EMOTION:EMOTION:SHAME:SEV:15:PROB:23:START:10:PEAK:120:END:280:DWF_STRETCH:4] -nerfed from probability 90.
---
[REACTION:FURNITURE_TO_CHARCOAL] via sheepish_gorilla
[NAME:burn furniture to coal]
[BUILDING:WOOD:CUSTOM_B] xxxxxxxxxxxxxxx
[REAGENT:A:1:NONE:NONE:NONE:NONE][ANY_PLANT_MATERIAL][HARD_ITEM_MATERIAL][EMPTY]
[REAGENT:B:1:NONE:NONE:NONE:NONE][ANY_PLANT_MATERIAL][HARD_ITEM_MATERIAL][EMPTY]
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:CHARCOAL][PRODUCT_DIMENSION:150]
[SKILL:WOOD_BURNING]
--
blood bad? not if have dwarfblood(no syn), peopleblood, animalblood.
[SYNDROME]
[SYN_NAME:being covered in blood]
[SYN_IDENTIFIER:GROSS_BLOOD_COVERED]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_CONTACT]
[SYN_INJECTED]
[SYN_NO_HOSPITAL]
[CE_FEEL_EMOTION:EMOTION:ANNOYANCE:SEV:85:PROB:100:START:10:PEAK:90:END:220:DWF_STRETCH:4]
[CE_FEEL_EMOTION:EMOTION:DISGUST:SEV:25:PROB:80:START:10:PEAK:120:END:480:DWF_STRETCH:4]
[CE_FEEL_EMOTION:EMOTION:DISGUST:SEV:35:PROB:100:START:10:PEAK:120:END:480:DWF_STRETCH:4] two disgust on purpose.
[CE_FEEL_EMOTION:EMOTION:IRRITATION:SEV:35:PROB:50:START:10:PEAK:120:END:480:DWF_STRETCH:4]
[CE_FEEL_EMOTION:EMOTION:NERVOUSNESS:SEV:35:PROB:40:START:10:PEAK:120:END:480:DWF_STRETCH:4]
[CE_FEEL_EMOTION:EMOTION:UNEASINESS:SEV:35:PROB:40:START:10:PEAK:120:END:480:DWF_STRETCH:4]
[CE_FEEL_EMOTION:EMOTION:WORRY:SEV:35:PROB:40:START:10:PEAK:120:END:480:DWF_STRETCH:4]
spit on
[SYNDROME] by Iceball3
[SYN_NAME:being spat on] Should work fine until toady implements drooling.
[SYN_IDENTIFIER:GROSSMAT_SPIT]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_CONTACT]
[SYN_NO_HOSPITAL]
[CE_FEEL_EMOTION:EMOTION:HUMILIATION:SEV:45:PROB:100:START:10:PEAK:40:END:380:DWF_STRETCH:4]
[CE_FEEL_EMOTION:EMOTION:HUMILIATION:SEV:35:PROB:80:START:10:PEAK:50:END:180:DWF_STRETCH:4]
sweat syndrome removed
[SYNDROME]
[SYN_NAME:sweating]
[SYN_IDENTIFIER:GROSSMAT_SWEAT]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_CONTACT]
[SYN_NO_HOSPITAL]
[CE_FEEL_EMOTION:EMOTION:ANNOYANCE:SEV:85:PROB:100:START:10:PEAK:90:END:220:DWF_STRETCH:4]
[CE_FEEL_EMOTION:EMOTION:IRRITATION:SEV:35:PROB:50:START:10:PEAK:120:END:480:DWF_STRETCH:4]
[CE_FEEL_EMOTION:EMOTION:DISPLEASURE:SEV:35:PROB:60:START:10:PEAK:120:END:480:DWF_STRETCH:4]
--
"For wild animals to be aggressive, and even pets (IE DOG) they need to lack a behavior tag BENIGN as this tag makes them into more docile, fearful creatures much like birds.
NATURAL will make it so AT_PEACE_WITH_WILDLIFE creatures will ignore it, and ignore them so leaving this off will make them attack whoever.
LARGE_PREDATOR will make them more aggressive, however something larger than them may still scare them (if not making them more fearful of larger foes)
PRONE_TO_RAGE is the quick and easy way to make anything aggressive as they become enraged which is like a bloodlust trance, however it can wear off mid combat and have them run (or try to run) away a bit before flying off the handle again and returning tot he fight
CURIOUSBEAST_EATER just means they steal EDIBLE_RAW items (meat, cheese, etc) doesn't make them violent" -- Hugo
---
Hell is [BIOME:SUBTERRANEAN_CHASM] [UNDERGROUND_DEPTH:5:5]
---
fire immune
What grants dragonfire immunity are these lines from the dragon raws:
[SELECT_MATERIAL:ALL]
[COLDDAM_POINT:NONE]
[HEATDAM_POINT:NONE]
[IGNITE_POINT:NONE]
[IF_EXISTS_SET_MELTING_POINT:55000]
[IF_EXISTS_SET_BOILING_POINT:57000]
[SPEC_HEAT:30000]
[SELECT_MATERIAL:BLOOD]
[PLUS_MATERIAL:PUS]
[MELTING_POINT:10000]
---
more warlike creature leaders for war civ:
[PERSONALITY:ANGER_PROPENSITY:80:90:100]
[PERSONALITY:HATE_PROPENSITY:80:90:100]
[PERSONALITY:VIOLENT:80:90:100]
[PERSONALITY:CRUELTY:80:90:100]
[PERSONALITY:AMBITION:80:90:100]
[PERSONALITY:VENGEFUL:80:90:100]
[PERSONALITY:TRUST:0:10:20]
[PERSONALITY:TOLERANT:0:10:20]
---
The problem is the ATTACK hint; AI creatures will never target themselves with an ATTACK interaction. That's actually why the DEFEND hint was made, DEFEND just means "use when attacking but allow any target (or use on self if the target is SELF_ONLY).
---
make the unit CRAZED for one tick, which will make them enter combat if there is a creature nearby, causing them to use the interaction and hopefully not actually attack anyone, but this is as unreliable as it sounds.
---
ENTITY's CREATURE tag:
"The type of creature that will inhabit the civilization. If multiple creature types are specified, each civilization will randomly choose one of the creatures. In entities with multiple possible creatures, you can manipulate the chance of one creature being chosen by adding multiple identical creature tags. For instance adding [CREATURE:DWARF][CREATURE:DWARF][CREATURE:DWARF][CREATURE:ELF] to the same entity will make the civs created about 75% dwarven, 25% elven. "
--
spray-web greeting by ViolinAnon:
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Spray web]
[CDI:USAGE_HINT:GREETING]
[CDI:BP_REQUIRED:BY_TOKEN:LB]
[CDI:MATERIAL:LOCAL_CREATURE_MAT:SILK:WEB_SPRAY]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:2]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:300]