First: sorry for the lack of updates. I was busy testing DF for most of the last two months, and now the bug tracker's sucking up a lot of time, but things are returning to normal and hopefully I'll have more time for this project.
I've been doing some experimenting. Turns out the game doesn't cope well, currently, with 3000 types each of dummy creatures and vermin. It's pretty much impossible to load on my machine due to crappy memory (1 GB), although on my friend's much better machine (4 GB) it runs fine after a few minutes of loading (although it takes up 1 GB of memory all by itself).
This doesn't mean the project is doomed, as there are probably many optimizations (both in speed and mem usage) that Toady can make at some point. It does mean that it may be a while before we see the fruits of our labor. Hopefully that won't discourage anyone, as this was always a long-term project anyway.
The wiki templates are ready, I think. This is a green light for the implementation phase. One of these templates is "Abstract Creature," which we'll be using for hierarchical prefstrings.
Check it out here (edit that page to see how to use it). You can also begin adding prefstrings to
individual creatures.The major caveat is that you should add prefstrings as high in the taxonomical hierarchy is possible. For example, instead of putting [PREFSTRING:shiny scales] on a piranha -- which doesn't make sense, since most fish have shiny scales -- add an Abstract Creature named "fish" to the
bony fish page. Normally abstract creatures and other template-y things would be added under a section header, but for pages that don't have a top-level section header, you can just put the abstract creature at the top.
Now that it's released, how are those top-level creature templates coming along?
I didn't get very far, unfortunately:
[CREATURE_VARIATION:ARK_BASIC]
[CV_ADD_TAG:NATURAL]
[CV_ADD_TAG:MUNDANE]
[CREATURE_VARIATION:VERTEBRATE]
[CV_ADD_TAG:CREATURE_TILE:'V'][CV_ADD_TAG:COLOR:6:0:0]
[CV_ADD_TAG:NATURAL]
[CV_ADD_TAG:BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[CV_ADD_TAG:BODY_DETAIL_PLAN:STANDARD_TISSUES]
[CV_ADD_TAG:BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:5TOES_FQ:5TOES_RQ:MOUTH:GENERIC_TEETH:RIBCAGE]
[CV_ADD_TAG:SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[CV_ADD_TAG:PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[CV_ADD_TAG:MAJOR_ARTERIES]
[CV_ADD_TAG:BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[CV_ADD_TAG:BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[CV_ADD_TAG:USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[CV_ADD_TAG:TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[CV_ADD_TAG:LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[CV_ADD_TAG:HAS_NERVES]
[CV_ADD_TAG:USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[CV_ADD_TAG:BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CV_ADD_TAG:CREATURE_CLASS:GENERAL_POISON]
[CV_ADD_TAG:GETS_WOUND_INFECTIONS]
[CV_ADD_TAG:GETS_INFECTIONS_FROM_ROT]
[CV_ADD_TAG:USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[CV_ADD_TAG:PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[CV_ADD_TAG:NAME:vertebrate:vertebrates:vertebrate]
[CV_ADD_TAG:CASTE_NAME:vertebrate:vertebrates:vertebrate]
[CV_ADD_TAG:CHILD:1][CV_ADD_TAG:GENERAL_CHILD_NAME:young vertebrate:young vertebrates]
All untested, and that VERTEBRATE one will probably have to be redone from scratch anyway. I'm not sure whether using the default body detail plans is a good idea.
@Fieari re: Komodo Dragons
Might I suggest "Ora Lizard" or "Ora Dragon" for the Komodo dragon? Kinda combining the best of both worlds, and the first one conveniently leaves out Dragon as well.
I could go with some variant of "Ora," yeah. I don't think it's essential to remove "dragon" though.
Vermin and Grubs/Maggots/etc
One possible justification has occurred to me regarding including things like larval stages. Can vermin eat your food? If so, can we alter them to eat other stuff? If so then having maggots in your food supply, moth larvae in your silk bins, and termites in your lumber pile could all be reasons to include these kinds of critters. (I realize Termites step away from the grub concept, but I had to include them conceptually)
Vermin can get into food, yeah, but they can't yet be modded to get into other goods. It's a good point, though.
Fortunately, castes should make it relatively painless to hack in the larval stages."Footkerchief: I think we should at least start writing prefstrings for each animal soon.
(Unsure who this was, failed to note it)I'm still not sure what we should do about prefstrings. As many as possible should probably go in taxon-level creature variations ("creature templates"), so that if we want [PREFSTRING:rough skin] for sharks, we can just put that in the shark template instead of adding it to each individual shark. What do other people think about this approach?"
Well, there's an argument to be made for liking a particular beetle for it's 'color of shell', kinda like enjoying a particular parrot for it's 'color of plumage'. I just wish there was a way to tie a dwarf's preference in color to their selection of favorite animal. (Like's Blue Macaws for their blue plumage. He likes Blue, Dwarven Ale, and Purring Maggot meat when he can get it.)
Yeah, this is yet another limitation of the current preference system -- it just picks random stuff instead of looking at their likes and dislikes in a unified way. The "liking a particular beetle for it's 'color of shell'" thing is reasonable, though, and I didn't mean to imply that
all prefstrings should be done at the
abstract creature level -- individual creatures can still have their own prefstrings for their unique or mostly-unique properties.