So with the updated Legends Viewer, I figured out how to sort through written artifacts by event type, so I could sort by secrets learned. I had a modded secret which over 53 historical figures learned from the same slab. Nothing particularly stands out as causing this, just got lucky with a site. Also of interest, I had a procedurally generated necromancer secret that ended up being spread simultaneously with a modded secret, both passed on from teacher to student together. I've also started trying to test for the personality modifications that will encourage writing down secrets, but no luck with anything that obviously works so far. Anyone have any good ideas about testing methodology for figuring out smaller or subtler results from interaction altered personality? Or at least an easy way to make sure that worldgen respects interaction alterations to personality?
(keep getting worldgen crashes with spellcrafts, trying to figure out what's causing them)
I've been borrowing heavily from spellcraft mod to get ideas to test and play around with... if I run into anything that consistently causes crashes I'll let you know.
Just extracted some bogeyman raws, should I go ahead and update them on the wiki?
I personally would find that helpful, and all the non-procedurally generated creatures have RAWs included, so I think it would make sense to add an example or even two if there are substantial differences between any two examples.
Special attacks like those werebeasts use seem to be the most reliable way to get things to intentionally spread in worldgen without getting secrets involved. I haven't even had the chance to check out the new villain network stuff (keep getting worldgen crashes with spellcrafts, trying to figure out what's causing them)
Do you know what happens if you set the special attacks to grant secret interactions? Or add special attacks to secrets?
Without dfhack: turn dwarf into creatureX. CreatureX drops a bodypart, turn CreatureX back into a dwarf. After that use blingbling to resurrect bodypart into CreatureY.
Thats looks intresting. But I'm a bad modder and I don't understand. Can you explain? What means "CreatureX" "CreatureY" and a "blingbling"
Of course, if for flavor or balance or roleplaying reasons Slann actually specifically wants the golems to be transformed dwarfs (as opposed to permanently summoned creatures or ) that is doable and easier to do. I think it should make them remain citizens which can be assigned labor?
It doesn't matter how it's done. The result is important. Golem must be assigned labor. Maybe, he can be part of the warrior squad.
CreatureX is a specially modded creature which is designed so that one of it's body parts will rapidly rot away and fall off. You transform a dwarf into CreatureX temporarily, and then it drops a body part due to rapid rot. This way, you have a special body part lying around which you can resurrect and transform with blingbling to get CreatureY, in this case a Golem. This is kind of complicated and has a lot of potential points of failure, but apparently modders made it work prior to a dfHack script existing to take care of things much more simply. It does have the weakness that the Golem is not a proper citizen.
I haven't tested how summoning interactions work with intelligent summoned creatures, this is probably your best bet. It sounds like Mim and/or Strik3r are testing it...
I'm trying to create a strain of vampire with the ability to spread through bites like a ghoul, but it isn't working for some reason. Is there anything I'm missing / doing wrong?
interaction_vampires_mi
[OBJECT:INTERACTION]
[INTERACTION:VAMPIRE_INFECTIOUS_MI]
[I_SOURCE:DEITY]
[IS_USAGE_HINT:MAJOR_CURSE]
[IS_HIST_STRING_1: cursed ]
[IS_HIST_STRING_2: with a contagious diease, making them prowl the night in search of blood]
[I_SOURCE:INGESTION]
[IS_HIST_STRING_1: consumed the tainted blood of ]
[IS_HIST_STRING_2: and was cursed]
[I_SOURCE:ATTACK]
[IS_HIST_STRING_1: bit ]
[IS_HIST_STRING_2: , passing on the vampiric curse]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_REQUIRES:CAN_LEARN]
[IT_REQUIRES:HAS_BLOOD]
[IT_FORBIDDEN:NOT_LIVING]
[IT_FORBIDDEN:SUPERNATURAL]
[IT_CANNOT_HAVE_SYNDROME_CLASS:WERECURSE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:VAMPCURSE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:DISTURBANCE_CURSE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_UNDEAD]
[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_GHOST]
[IT_CANNOT_HAVE_SYNDROME_CLASS:GHOUL]
[IT_MANUAL_INPUT:victim]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Infectious Vampire]
[SYNDROME]
[SYN_CLASS:VAMPCURSE]
[CE_ADD_TAG:BLOODSUCKER:NO_AGING:STERILE:NOT_LIVING:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:PARALYZEIMMUNE:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:START:0]
[CE_PHYS_ATT_CHANGE:STRENGTH:200:0:AGILITY:200:0:TOUGHNESS:200:0:START:0]
[CE_MATERIAL_FORCE_MULTIPLIER:MAT_MULT:NONE:NONE:1:2]
[CE_BODY_MAT_INTERACTION:MAT_TOKEN:RESERVED_BLOOD:START:0]
[CE:INTERACTION:VAMPIRE_CURSE]
[CE:SYNDROME_TAG:SYN_INGESTED]
[CE:SYNDROME_TAG:SYN_INJECTED]
[CE_DISPLAY_TILE:TILE:165:4:0:0:START:0:CAN_BE_HIDDEN]
[CE_DISPLAY_NAME:NAME:vampire:vampires:vampiric:START:0:CAN_BE_HIDDEN]
[CE_BP_APPEARANCE_MODIFIER:START:0:BP:BY_CATEGORY:TOOTH:APPEARANCE_MODIFIER:LENGTH:150]
[CE:COUNTER_TRIGGER:DRINKING_BLOOD:1:NONE:REQUIRED]
[CE_SENSE_CREATURE_CLASS:START:0:CLASS:GENERAL_POISON:15:4:0:1]
I don't actually see the line from ghouls for infectious attacks? Try adding:
[CE_SPECIAL_ATTACK_INTERACTION:INTERACTION:VAMPIRE_INFECTIOUS_MI:BP:BY_CATEGORY:TOOTH:START:0:ABRUPT]
Edit: The CE_SPECIAL_ATTACK_INTERACTION is a new token added for ghouls... I don't know if it will behave in worldgen properly like werecurses or vampires. Worldgen might not even realize that vampires need to attack with a bite to feed.