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Author Topic: Dissecting the Raws for 42.x  (Read 7734 times)

AceSV

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Dissecting the Raws for 42.x
« on: December 01, 2015, 07:21:33 pm »

Well, the new release crashed 3 times in 10 minutes, so I'm going to occupy myself otherwise. 

I'm using https://www.diffchecker.com to find differences. 

creatures_default:
Dwarves have a new token called [STRANGE_MOODS], which would allegedly allow them to build artifacts.  It would be interesting to see if this is a caste-level token. 
Dwarves have [SYNDROME_DILUTION_FACTOR:INEBRIATION:150].  Humans do not have this tag, so it seems to have a default setting. 
Humans have [OUTSIDER_CONTROLLABLE], allegedly referring to playing as an outsider in adventure mode.  Kobolds lack this tag. 
[CREATURE_TILE:64] has changed to [CREATURE_TILE:'U']
Scaled creatures have [REMOVE_MATERIAL:PARCHMENT]

entity_default:
INDIV_CONTROLLABLE replaced with [ALL_MAIN_POPS_CONTROLLABLE] and CIV_CONTROLLABLE replaced with SITE_CONTROLLABLE. 
The old instruments have been removed.  Replaced with generated instruments:  [GENERATE_KEYBOARD_INSTRUMENTS][GENERATE_STRINGED_INSTRUMENTS][GENERATE_WIND_INSTRUMENTS][GENERATE_PERCUSSION_INSTRUMENTS][GENERATE_POETIC_FORMS][GENERATE_MUSICAL_FORMS][GENERATE_DANCE_FORMS]
Added:  [TOOL:ITEM_TOOL_SCROLL_ROLLERS][TOOL:ITEM_TOOL_BOOK_BINDING][TOOL:ITEM_TOOL_SCROLL][TOOL:ITEM_TOOL_QUIRE]   [TOOL:ITEM_TOOL_BOOKCASE]
Added:  [SELECT_SYMBOL:TEMPLE:NAME_BUILDING_TEMPLE]   [SELECT_SYMBOL:LIBRARY:NAME_BUILDING_LIBRARY]
Removed [ADVENTURE_TIER:3]
Added Scholar types.  [SCHOLAR:ALL][SCHOLAR:PHILOSOPHER]   [SCHOLAR:MATHEMATICIAN]   [SCHOLAR:HISTORIAN]   [SCHOLAR:ASTRONOMER] [SCHOLAR:NATURALIST] [SCHOLAR:CHEMIST] [SCHOLAR:GEOGRAPHER] [SCHOLAR:DOCTOR]   [SCHOLAR:ENGINEER]
Jobs and reactions added for paper-making:  [PERMITTED_JOB:PAPERMAKER] [PERMITTED_JOB:BOOKBINDER][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]
New value, KNOWLEDGE

Humans are supposedly more randomized now.
Humans have [SET_SCHOLARS_ON_VALUES_AND_JOBS]
Humans have [VARIABLE_VALUE:ALL:-30:30]  Interesting.  One could allegedly set a specific value to variable as well. 

I haven't completely plumbed through the file changes file yet.  Looks like some good reactions stuff in there too. 
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Button

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Re: Dissecting the Raws for 42.x
« Reply #1 on: December 02, 2015, 12:27:25 am »

Oooh, you can make an evil creature baseline for goblins by giving it both [EVIL] and [COMMON_DOMESTIC]!

Hurray for ubiquitous beak dogs!
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IndigoFenix

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Re: Dissecting the Raws for 42.x
« Reply #2 on: December 02, 2015, 01:17:09 am »

New syndrome tags too.  These seem fun.

CE_CHANGE_PERSONALITY:FACET:<facet>:<positive or negative amount> Niiiice.
CE_FEEL_EMOTION:EMOTION:<emotion, seen EUPHORIA>:<normal severity and prob tags> So can we finally affect moods with syndromes?
CE_ERRATIC_BEHAVIOR:<normal severity and prob tags>  Ooh, this seems fun.  Can't wait to see it in-game and abuse it for all it's worth.

Also all the inebriation effects have DWF_STRETCH:4 at the end.  Wonder what that means?

Bunch of new tags for papers, books, and the like.

New item type: SHEET.

New tool uses:
[TOOL_USE:ROLL_UP_SHEET] for rollers
[TOOL_USE:PROTECT_FOLDED_SHEETS] for book binding
[TOOL_USE:CONTAIN_WRITING] for scrolls and quires (a quire is a stack of paper stitched together, you make a book by combining quires and binding)
[TOOL_USE:BOOKCASE] for bookcases

Other tool tags:
[FURNITURE] YESSS!  I think!
[NO_DEFAULT_JOB] For quires and scrolls.  Hm.  Writing-related?
[INCOMPLETE_ITEM] For book bindings and quires.  The only point of them is to be put together as books, so maybe this is a tag telling dwarves to treat them as incomplete.

Found this in the tool for rollers:
[DEFAULT_IMPROVEMENT:SPECIFIC:ROLLERS:HARD_MAT]
And this in the reaction for rolling:
[IMPROVEMENT:100:scroll:SPECIFIC:ROLLERS:GET_MATERIAL_FROM_REAGENT:scroll rollers:NONE]

Lots of new things in the book binding reaction:
Code: [Select]
[REACTION:BIND_BOOK]
[NAME:bind book]
[BUILDING:CRAFTSMAN:NONE]
[REAGENT:quire:1:TOOL:ITEM_TOOL_QUIRE:NONE:NONE] A quire is a bunch of pages stitched together.
[HAS_WRITING_IMPROVEMENT] <- This is new.  Seems dwarves write on quires before they are bound as a book.
[CAN_USE_ARTIFACT]
[CAN_USE_LOCATION_RESERVED] <- This is new.  Don't know what it means.
[REAGENT:binding:1:TOOL:ITEM_TOOL_BOOK_BINDING:NONE:NONE]
[REAGENT:thread:15000:THREAD:NONE:NONE:NONE]
[PRODUCT:100:1:BOOK:NONE:GET_MATERIAL_FROM_REAGENT:binding:NONE]
[PRODUCT_TOKEN:book]
[TRANSFER_ARTIFACT_STATUS] <- So a book with legendary writing will be legendary itself.  Makes sense.  I wonder if books are always "artifacts", on account of being recorded in history?
[IMPROVEMENT:100:book:PAGES:GET_MATERIAL_FROM_REAGENT:quire:NONE]
note -- right now, the above will auto-pull any writing from the quire and place it in the pages improvement
[SKILL:BOOKBINDING]

No reaction found to add writing improvement.  I guess that's done automatically when dwarves want to write a book?


New jobs for entities:
[PERMITTED_JOB:PAPERMAKER]
[PERMITTED_JOB:BOOKBINDER]

New value, KNOWLEDGE

In addition to the new reaction and tools, entities have some more tags...

[GENERATE_KEYBOARD_INSTRUMENTS]
[GENERATE_STRINGED_INSTRUMENTS]
[GENERATE_WIND_INSTRUMENTS]
[GENERATE_PERCUSSION_INSTRUMENTS]
[GENERATE_POETIC_FORMS]
[GENERATE_MUSICAL_FORMS]
[GENERATE_DANCE_FORMS]

[SCHOLAR:PHILOSOPHER]
[SCHOLAR:MATHEMATICIAN]
[SCHOLAR:HISTORIAN]
[SCHOLAR:ASTRONOMER]
[SCHOLAR:NATURALIST]
[SCHOLAR:CHEMIST]
[SCHOLAR:GEOGRAPHER]
[SCHOLAR:DOCTOR]
[SCHOLAR:ENGINEER]
[SCHOLAR:ALL]

[ALL_MAIN_POPS_CONTROLLABLE] - Found for the main races
[SET_SCHOLARS_ON_VALUES_AND_JOBS] - For humans.  More random scholars?

New position tag:
[REQUIRES_MARKET] - Found on several site-level positions.


New creature tags:
[LOCAL_POPS_CONTROLLABLE] found on animal people.  So can we now play as any wild animal?
[LOCAL_POPS_PRODUCE_HEROES] found on animal people.  I guess this is for wild creatures that can join civilization.
[SYNDROME_DILUTION_FACTOR:<syn_class>:<amount>] Used for inebriation on dwarves, but I guess we can now make creatures with resistance to a particular syndrome without being totally immune.  Going to try using negative or fractional amounts, can we make a creature extra-susceptible to a syndrome?


Quicklime and milk of lime are new inorganics used in paper production, but nothing new about them except that quicklime has [SOLID_DENSITY:*******], which I expect is a placeholder... or a mistake.

Bearskie

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Re: Dissecting the Raws for 42.x
« Reply #3 on: December 02, 2015, 02:12:07 am »

New syndrome tags too.  These seem fun.

CE_CHANGE_PERSONALITY:FACET:<facet>:<positive or negative amount> Niiiice.
CE_FEEL_EMOTION:EMOTION:<emotion, seen EUPHORIA>:<normal severity and prob tags> So can we finally affect moods with syndromes?
CE_ERRATIC_BEHAVIOR:<normal severity and prob tags>  Ooh, this seems fun.  Can't wait to see it in-game and abuse it for all it's worth.

YUS!

DWF_STRETCH: <factor> - I think it multiplies the duration of the effects in fort mode, since time passes faster in Dwarf Mode than in Adv Mode.

Now have access to more vanilla buildings: GLASS, WOOD (for wood furnace), MASON, ASHERY, LEATHER, BOWYER, SIEGE, CLOTHES, METALSMITH, CARPENTER. That's nice, and helpful.
« Last Edit: December 02, 2015, 02:30:22 am by Bearskie »
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Urlance Woolsbane

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Re: Dissecting the Raws for 42.x
« Reply #4 on: December 02, 2015, 02:12:21 am »

Oooh, you can make an evil creature baseline for goblins by giving it both [EVIL] and [COMMON_DOMESTIC]!

Hurray for ubiquitous beak dogs!
I've had an idea. Time for a wee bit of hex-editing...
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AceSV

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Re: Dissecting the Raws for 42.x
« Reply #5 on: December 02, 2015, 03:37:49 am »


[ALL_MAIN_POPS_CONTROLLABLE] - Found for the main races
[SET_SCHOLARS_ON_VALUES_AND_JOBS] - For humans.  More random scholars?
You've probably seen that elves and goblins don't have access to all scholar types.  I'm guessing that humans get a selection of scholars based on their randomly generated values.  So a human civ that values nature highly would produce naturalists. 


Quote
New creature tags:
[LOCAL_POPS_CONTROLLABLE] found on animal people.  So can we now play as any wild animal?
[LOCAL_POPS_PRODUCE_HEROES] found on animal people.  I guess this is for wild creatures that can join civilization.
[SYNDROME_DILUTION_FACTOR:<syn_class>:<amount>] Used for inebriation on dwarves, but I guess we can now make creatures with resistance to a particular syndrome without being totally immune.  Going to try using negative or fractional amounts, can we make a creature extra-susceptible to a syndrome?


I'm guessing that animal people are only playable if they exist near an existing civ site.  There's probably something more complicated to it.  Or maybe this is just the tag that marks them as being able to show up as visitors. 

My guess for syndrome dilution factor (and this is purely a guess) is that the amount is based on 100, so 150 for dwarves' inebriation means that they get inebriated more slowly, while if you gave something a syndrome dilution factor of 50, it would get inebriated twice as fast.  Gnomes have an inebriation dilution factor of 5000 or something, so I guess that's supposed to make them immune to alcohol. 
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Nahere

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Re: Dissecting the Raws for 42.x
« Reply #6 on: December 02, 2015, 04:12:25 am »

'file changes.txt' states that SYNDROME_DILUTION_FACTOR is percentage based, so 100 is default. Some interesting things in there:
"[NO_DEFAULT_JOB] -- only custom reactions are used to make this item", for instance, implies that entities can have access to items only available via raw defined reactions, which should solve some problems.
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Boltgun

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Re: Dissecting the Raws for 42.x
« Reply #7 on: December 02, 2015, 04:43:50 am »

Nice, so you can make custom writing accessories like a civ that only store knowledge on slabs? I hope that I can make them stored in bookshelves (or custom writing container).

Also the new syndromes will allow crazy mindgames, I love it. I wonder if how interactions works in the new version however because it was broken.

Also check the examples and notes subfolder. You can define instrument parts and tuning using a whole new set of ITEM tokens, and use PLACED_AS_BUILDING. You can even define the sound they produce. I have to test how they interact with random generation, if they do or if you can tell an entity to favor a style of instruments over another.

Update:There is a bunch of new words into the language files that must be added to your races.

Spoiler (click to show/hide)
« Last Edit: December 02, 2015, 04:51:57 am by Boltgun »
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Max™

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Re: Dissecting the Raws for 42.x
« Reply #8 on: December 02, 2015, 06:33:55 am »

The animal people thing can do this:


You may notice besides the intelligent wilderness creature, there are crow and hamster men?

I started as a crow woman fortress guard in a dorf fort, had options for human and elf sites too.
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Urlance Woolsbane

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Re: Dissecting the Raws for 42.x
« Reply #9 on: December 02, 2015, 04:11:27 pm »

The animal people thing can do this:


You may notice besides the intelligent wilderness creature, there are crow and hamster men?

I started as a crow woman fortress guard in a dorf fort, had options for human and elf sites too.
The human thing can do this:


Also:
Code: [Select]
16: Saxomato, "Copperwraiths", dark pits
Owner: The Spidery Seduction, goblins
Parent Civ: The Absolute Demon, goblins
lady: Osta Holeflies, goblin
5 dwarves
3 humans
54 goblins
1 elf
100 beak dogs
100 forgotten beasts
100 forgotten beasts
100 forgotten beasts
100 forgotten beasts
100 forgotten beasts
100 lumbering creatures
100 eyeless crones
100 forgotten beasts
100 forgotten beasts
100 forgotten beasts
100 dark horrors
100 forgotten beasts
100 forgotten beasts
100 forgotten beasts
100 lumbering creatures
100 gloom horrors
100 bleak trolls
Yee-hah!
Now to see what happens when they siege me!
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Eric Blank

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Re: Dissecting the Raws for 42.x
« Reply #10 on: December 02, 2015, 04:46:06 pm »

I think I see a pattern: In the world I generated dingo people and bushtit people are playable as civ members, in the sites and pops file there are a couple sites with ~50 and ~80 of these respective species, implying perhaps they've become part of the society and are being born into it? There was only one chinchilla man and some other animal person elsewhere, but not as a larger population, and those aren't playable as part of the civilization for me either.
All the civilizations have [ALL_MAIN_POPS_CONTROLLABLE], and for any civilization with dingo or bushtit people as a part of the general population, I can start as one whom was born into that society and is a member of the civ, like the adventurer I made a little while ago. So this tag will determine whether or not that population of 57 dingo men in that one hamlet constitute a population you can adventure as.

The creature tokens, [LOCAL_POPS_CONTROLLABLE] and [LOCAL_POPS_PRODUCE_HEROES] must be allowing those species to show up under the "intelligent wilderness creature" option while still allowing the species to have a wild population and not forcing us to add them all to a pseudo-civ (which always resulted in the wild population disappearing.) and the heroes one probably does allow them to join civilizations as an important historical figure.

Toady had stated, if I recall, that any sapient creature could show up as a visitor on occasion. Those tags might be related, but just showing up as visitors could rely only on being able to think and speak as well. We must perform SCIENCE!
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Re: Dissecting the Raws for 42.x
« Reply #11 on: December 03, 2015, 01:11:43 am »

i once got a horse

kiwiphoenix

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Re: Dissecting the Raws for 42.x
« Reply #12 on: December 03, 2015, 11:31:27 am »

A few overlookable changes I've found:

B_DETAIL_PLAN_DEFAULT
   [ADD_MATERIAL:PARCHMENT:PARCHMENT_TEMPLATE] added under [BODY_DETAIL_PLAN:STANDARD_MATERIALS]

BODY_RCP
   [BP:LOWERSOING:lower spine:STP] is now a [CONNECTOR]
   [BP:NECK:upper spine:STP] now [PREVENTS_PARENT_COLLAPSE]

C_VARIATION_DEFAULT
   The giant and animal person variations remove [UBIQUITOUS]ness from creatures that have it.
   Giant animals have their [FREQUENCY] cut by 50%, and animal people by 90%.

INORGANIC_OTHER
   The three ceramic types have the new [IS_CERAMIC] tag - don't know the effect.

INORGANIC_STONE_LAYER and INORGANIC_STONE_MINERAL
   Limestone, Chalk, and Calcite have [REACTION_CLASS:CALCIUM_CARBONATE], used in the quicklime reaction.
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Boltgun

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Re: Dissecting the Raws for 42.x
« Reply #13 on: December 03, 2015, 11:50:42 am »

From 'file changes.txt', it it's like the other IS_* tags.

Quote
[IS_CERAMIC], used by instruments/tools that have [CERAMIC_MAT]

Lots of item tokens to indicate material with better precision then soft or hard :
Quote
            [LEATHER_MAT]
            [SILK_MAT]
            [THREAD_PLANT_MAT]
            [GLASS_MAT]
            [CERAMIC_MAT]
            [STONE_MAT]
            [BONE_MAT]
            [SHELL_MAT]

About reactions:
[IS_SAND_MATERIAL] Yes! No more having to use raw glass.
[METAL_ITEM_MATERIAL] Takes any metal items if you want to only take metal shields for example.

Quote
improvement products can now target products that are given [PRODUCT_TOKEN:<token>]
         assuming the target is above the improvement in the raw def
I don't get it but I few improvement jobs so far.

[DESCRIPTION:<string>] If I read right, the reaction pops an help box describing what it does. I really hope I am reading right because it goes a looooong way into making mods user friendly.
[DESCRIPTION:USE_TOOL:<token>] and [DESCRIPTION:USE_INSTRUMENT:<token>] Adds more sub descriptions.

Quote
[CATEGORY_NAME:<string>] <-- for name in the menu
[CATEGORY_DESCRIPTION:<string>] <-- for helpful hint box
[CATEGORY_PARENT:<token>] <-- for nesting in menus
You can make a nested hierarchy of jobs.

There is also a bunch of new graphics.
Spoiler (click to show/hide)

I think as a whole we can make crazy mods with ingame help and less issues.
« Last Edit: December 03, 2015, 11:52:13 am by Boltgun »
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BlackFlyme

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Re: Dissecting the Raws for 42.x
« Reply #14 on: December 03, 2015, 12:29:15 pm »

PTW
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