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Author Topic: Token Suggestions  (Read 2396 times)

nullBolt

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Token Suggestions
« on: January 15, 2016, 03:16:14 am »

Also posted on the Modding forum.

One of the big parts of DF's popularity is how moddable it is, so these tokens don't even have to be implemented with anything in the base game, just there so people can edit it. Post all your token suggestions here and I'll compile them into one big list. Please include the category of your token before you post it so I can easily sort them to be read through.

Post them in the following format:
Token Type
[TOKEN]: What this token would do. Why this token should exist.
« Last Edit: January 15, 2016, 02:55:47 pm by nullBolt »
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nullBolt

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Re: Token Suggestions
« Reply #1 on: January 15, 2016, 03:20:49 am »

Token Suggestions
Spoiler: Creature Tokens (click to show/hide)
Spoiler: Entity Tokens (click to show/hide)
Spoiler: Interaction Tokens (click to show/hide)
Spoiler: Cerapter's Food Tokens (click to show/hide)
« Last Edit: January 16, 2016, 04:31:03 am by nullBolt »
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nullBolt

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Re: Token Suggestions
« Reply #2 on: January 15, 2016, 02:54:16 pm »

Creature Token
[DOMESTICABLE:CLASS]: Gives the creature a domestication class that entities can reference. If, say, I want goblins to be able to domesticate giant spiders in world gen but no one else, I'd give them [DOMESTICATED:GOBLIN] and give the giant spiders [DOMESTICABLE:GOBLIN]. Similar to [COMMON_DOMESTIC] in this regard.

Entity Token
[DOMESTICATED:CLASS]: All creatures of said class start off as domesticated by this civ. Similar to dwarves and [COMMON_DOMESTIC].

Urlance Woolsbane

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Re: Token Suggestions
« Reply #3 on: January 15, 2016, 05:35:48 pm »

Interaction Tokens
[INTERACTION_CLASS:CLASS]
Entity Tokens
[SENDS_CARAVANS]
[NO_INTERACTION]-The entity keeps to itself, never initiating contact with another. Overrides SENDS_CARAVANS.
[TAVERN]-Allows member of the entity to build taverns.
[NOMADIC]-Entity lives in camps, moving from place to place, in accordance with weather, food sources, etc. Overrides DEFAULT_SITE_TYPE and its ilk.
[COMMON_MATERIAL:CLASS]
[COMMON_PLANT:CLASS]
[CAVERN_ACTIVE:MINLAYER:MAXLAYER]-Allows a civ to travel or settle (if the appropriate BIOME tag is in place) underground. Values default to 0:0.
[SIEGE_TIME:MINTIME:MAXTIME]-The time, in ticks, a civ will spend before ending a siege. Defaults to 201600:403200.
[ETHIC:CHILD_LABOR:REACTION]-Player forts from civs with ACCEPTABLE for this behavior will automatically have child-labor enabled. Should the player enable it, or disable it, in spite of his civ's ethics, his citizens may react adversely.
[ENTITY_CLASS:CLASS]
[SPLINTER:CLASS:CAUSE]-Allows the entity to form by separating from an entity with the appropriate entity class, for the given cause. Valid causes include INSURRECTION, SECESSION, CRIME, LIFESTYLE, PURSUE_SECRET, RELIGIOUS_DIFFERENCE, RELIGIOUS_INSURRECTION, RELIGIOUS_SECESSION, and CULT. Multiple tags of this type are allowed.
[SPLINTER_REFUGE:PLACE:TYPE (if ABANDONED_SITE or NEW_SITE chosen)]-Where the entity goes, upon splintering. Valid values include SEWER, DWELLING, ABANDONED_SITE, NEW_SITE, WILDERNESS, and NOWHERE. Multiple entries are allowed.
[SPLINTER_HIDDEN]-If the entity is a splinter-group, dwelling within another entity, it will strive to hide its existence, acting as inconspicuous as its values allow, until circumstances force it to reveal itself.
[CULT_WORSHIP:TYPE:OBJECT]-What an entity, if it is a cult, will worship. Valid types include CREATURE, CREATURE_CLASS, SYNDROME_CLASS (used for vampires,) DEITY, FORCE, and SPHERE. If DEITY is chosen, the last value is a sphere. If FORCE is chosen, the last value is a biome. Multiple entries allowed.
[INITIAL_SECRET:CLASS]-If the entity is a splinter-group with the PURSUE_SECRET cause, it can be formed to pursue secrets with this class. Multiple entries are allowed.
[ADDITIONAL_SECRET:CLASS]-Allows members of the entity to pursue and study other secrets. Multiple entries allowed.
« Last Edit: January 15, 2016, 07:00:19 pm by Urlance Woolsbane »
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Cerapter

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Re: Token Suggestions
« Reply #4 on: January 15, 2016, 06:18:08 pm »

Creature Tokens
[SUSTENANCE:ARG1:ARG2:ARG3:ARG4:ARG5:ARG6]
  • Defines some sort of food or drink that the creature can or must consume to survive (or just to enjoy life, or to function normally).
  • ARG1: Can be VITAL, IMPORTANT, ENJOYMENT, PREFERENCE.
  • ARG2: Can be FOOD or DRINK.
  • ARG3: Can be ANY, ALCOHOL, ALCOHOL_CREATURE, ALCOHOL_PLANT, CREATURE, PLANT, ITEM.
  • ARG4: If you chose CREATURE, PLANT or ITEM before, then now you type in an ID. In case of ITEM, this can also be an item token. Otherwise NONE.
  • ARG5: Previous whatever's any material. If you previously chose ITEM, then this just defines what material should it be made of. Otherwise NONE.
  • ARG6: Number. This will be the amount of ticks after which the creature will carve for the sustenance item. Going over the allocated time without consuming the given thing will make the creature "unsatisfied" then "very unsatisfied". A creature's sustenance demands can be checked in the health screen. "(Very) hungry for X" means that the creature requires X food, and "(Very) thirsty for X" means the creature requires X drink.
Example usage:
Spoiler (click to show/hide)

Entity Tokens
[RECIPE:ARG1:ARG2:ARG3:ARG4]
  • Defines a recipe that the members of this civilisation can cook up. See below for actually defining recipes.
  • ARG1: FOOD or DRINK. Food is made in the kitchen, drink at the still.
  • ARG2:ARG3:ARG4: singular name, plural name, and adjective, respectively.
[RECIPE_SKILL_REQUIRED:ARG1:ARG2]
  • Adds a skill requirement to the recipe.
  • ARG1: Skill token.
  • ARG2: Number. Denotes the minimal level of the above skill required.
[RECIPE_ADD_INGREDIENT:ARG1:ARG2:ARG3:ARG4:ARG5]
  • Adds an ingredient to the recipe.
  • ARG1: Can be VITAL or EXTRA. Denotes whether the ingredient is absolutely required, or if it can be left out.
  • ARG2: Can be ANY, ALCOHOL, ALCOHOL_CREATURE, ALCOHOL_PLANT, CREATURE, PLANT, ITEM or RECIPE.
  • ARG3: If you chose CREATURE, PLANT, or ITEM before, then now you type in an ID. In case of ITEM, this can also be an item token. In case of RECIPE, type in the singular name of the recipe you want to use. Otherwise NONE.
  • ARG4: Previous whatever's any material. If you previously chose ITEM, then this just defines what material should it be made of. No need when using RECIPE. Otherwise NONE.
  • ARG5: Number. The amount of the above ingredient required.
Example usage:
Spoiler (click to show/hide)
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Civilian squads: a suggestion regarding Dwarf Therapist, maintaining stock levels, independent workshop-usage and the military screen.

Deboche

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Re: Token Suggestions
« Reply #5 on: January 15, 2016, 08:09:42 pm »

I like all the tokens so far. I don't know exactly how tokens work but in the same vein, something like:

[ARMOR:x] Where x is how much armor the soldiers in that civ will wear. 1 would be what goblins wear for the most part now, 8 or something would be full set with mail shirt, greaves, boots, etc.

[CRAFTING:x] Where x is how well a civ can craft anything at all. 1 would be the basic item, 5 would be masterpiece.
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nullBolt

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Re: Token Suggestions
« Reply #6 on: January 16, 2016, 04:31:27 am »

Added everything to the second post.

Cerapter, you get your own spoiler. T_T

Tiler

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Re: Token Suggestions
« Reply #7 on: January 16, 2016, 04:54:23 am »

I had a few token suggestions that I think would seriously open up the ability to create workable interactions. I do not believe they would require much work or testing to implement.

http://www.bay12forums.com/smf/index.php?topic=155167.0
« Last Edit: January 16, 2016, 05:02:08 am by Tiler »
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Cerapter

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Re: Token Suggestions
« Reply #8 on: January 16, 2016, 05:07:23 am »

Added everything to the second post.

Cerapter, you get your own spoiler. T_T
Thank you <3

But really, if we're doing tokens, I'm not going to do rigid ones like currently in the RAWs. I want flexibility!
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Civilian squads: a suggestion regarding Dwarf Therapist, maintaining stock levels, independent workshop-usage and the military screen.

SixOfSpades

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Re: Token Suggestions
« Reply #9 on: January 17, 2016, 01:04:19 pm »

For when the Lighting arc kicks in:

[EMITS_LIGHT:BRIGHTNESS:HORIZ_ARC:VERT_ARC1:VERT_ARC2:COLOR1:COLOR2:COLOR3]

BRIGHTNESS: The overall power of the light source, in lumens. Perceived brightness decreases with distance, ambient illumination decreases with the square of the distance.
HORIZ_ARC: The horizontal width of the light beam, in degrees. The direction of the light is either selected upon construction (if the light source is built in place) or fluid (if the light is being held/operated by a creature).
VERT_ARC1: The lower vertical limit of the light source's beam, in degrees, with 0 being straight down.
VERT_ARC2: The upper vertical limit of the light source's beam, in degrees, with 180 being straight up.
COLOR1: The primary hue of the light emitted, expressed in nanometers (400nm = deep violet, 700nm= dark red).
COLOR2 / COLOR3: Entirely optional, used only in light sources of multiple colors, a la through colored glass or gems. Multiple colors, if present, are weighted equally.

So a simple hand-held torch would be [EMITS_LIGHT:450:360:5:180:590],
a mining helmet would be [EMITS_LIGHT:500:90:45:135:570],
and a gem lantern (with a lens of garnets, peridots, and aquamarines) hanging from the ceiling with a mirrored reflector just above would be [EMITS_LIGHT:800:360:0:80:660:545:490].
« Last Edit: January 17, 2016, 01:07:16 pm by SixOfSpades »
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Abadrausar

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Re: Token Suggestions
« Reply #10 on: January 19, 2016, 06:28:19 am »

RFC:  generic variations

Procedural generation in Dwarf Fortress (DF) and modding possibilities are both leading in their respective categories, this makes DF deep and immersive.

We should have generic variations for each one of the DF objects (Ammo, Armor, Building, Body, Body_detail_plan, Bodygloss, Creature, Variation, Entity, Item, Interaction, Language, Material, Plant, Position, Syndrome, Tissue, Tool, Trap, Unit, Weapon, World, ...)
Why? better reuse of prototypes in modding, and almost all the necessary code is already there because nothing in the contextual lexical substitutions done by the variations is specifically and inherently vinculated to the creature prototypes.
If we are going this way, a syntax modification for the variations to indicate the kind of object that is being variated is also proposed.

Some examples of what we could do implementing this proposal:
Code: [Select]
[OBJECT:VARIATION]
[VARIATION:PLANT:SPROUTING]
[REMOVE_TAG:NAME]
[REMOVE_TAG:NAME_PLURAL]
[REMOVE_TAG:ADJ]
[CONVERT_TAG]
[MASTER:GROWDUR]
[TARGET:300]
[REPLACEMENT:60]
[CONVERT_TAG]
[MASTER:GROWDUR]
[TARGET:500]
[REPLACEMENT:100]
[CONVERT_TAG]
[MASTER:CLUSTERSIZE]
[TARGET:5]
[REPLACEMENT:1]
This could be used as:
Code: [Select]
[PLANT:SPROUTING_MUSHROOM_HELMET_PLUMP]
[COPY_TAGS_FROM:PLANT:MUSHROOM_HELMET_PLUMP]
[APPLY_VARIATION:PLANT:SPROUTING]
[REMOVE_TAG:SEED]
[APPLY_CURRENT_VARIATION]
[GO_TO_END]
[SELECT_NESTED:ALL]
[GO_TO_START]
        [SEED:plump helmet sproutings spawn:plump helmet sproutings spawn:4:0:1:LOCAL_PLANT_MAT:SEED]
[ALL_NAMES:plump helmet sproutings]
More of a modification of tokens that already exist than adding new tokens but well...
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Abadrausar

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Re: Token Suggestions
« Reply #11 on: January 19, 2016, 06:30:35 am »

Oops! double post.
« Last Edit: January 19, 2016, 06:55:33 am by Abadrausar »
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Button

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Re: Token Suggestions
« Reply #12 on: January 19, 2016, 07:16:00 pm »

Spoiler: Material tokens (click to show/hide)


Spoiler: Reaction tokens (click to show/hide)

Spoiler: Syndrome tokens (click to show/hide)
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Warlord255

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Re: Token Suggestions
« Reply #13 on: January 20, 2016, 11:39:28 am »

Creature tokens for predator-prey relations:

[HOSTILE_TO_CREATURE:creature:caste]
Causes creature to seek out and kill specific creatures or castes. Can be used to model predator-prey relations, make your livestock particularly interesting to otherwise uninterested predators, or model fights between males of the same species.

[HOSTILE_TO_CREATURE_CLASS:class]
As above, but more broadly applicable.

[CURIOUSBEAST_CORPSE]
Animal will seek out and eat corpses or corpse pieces, with an accompanying message. [SPECIFIC_FOOD:CREATURE:creature] exists already to narrow this but does not make wildlife interact with corpses. Great for vultures, lions/tigers/bears, and possibly elves.
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