I've read that severed nerves are completely unhealable. The game sees them the same as a severed limb -- not just cut but fully removed from the character.
There is a way to make nerves heal, but I'm not sure where in the raw files it is.
No. You have to remove HAS_NERVES to stop them from having "severed nerves" from the dwarf file in creature_genesis.txt.
Is there a way to make trees burnable? It is kinda strange if the whole map burns except the trees....
Sadly it's hardcoded, along with indestructible walls.
Does anyone know how to do the following?
assign a graphic to a custom creature through the creatures raw file
You cannot assign graphics through the creatures' raw files. Tile 255 is just a tile for bones+skull image, for the corpse.
You assign graphics in /raw/graphics/ folder.
Damn, i think magma blast furnaces are gliched
Are you sure you have magma buildings activated? Can you build normal magma forges and smelters?
What about combining 1 cobalt, 1 bronze, and 1 silver into a mithril bar? Or something around those lines?
Nah, I will probably use aluminum as base, because it's quite similar in description (and weight).
What happens if I set the frequency tag of an animal to a value over 100? Does it glitch?
I've never tried it. Probably it will make even more creatures? I think 100 is "100%" in relation to some "population unit" which is based on total population of units in the world, but I may be wrong.
I like the idea of mithril as a middle ground between steel and addy, however at the same time I wish that at least a couple current metals (cobalt. black steel, and black bronze) could be done away with.
Well, I see your point. I don't see why cobalt should go though, we have copper and iron, and I wanted something in between, plus it makes sense. Red/black steel may be a bit confusing and I can make them optional.
however, what about Jade Dwarves? Do they learn stuff 250% faster too?
Because they don't seem to.
No, they learn ALL skills at 180% rate, and they have a slower skill decay.
Lastly, about Moss Dwarfs, are they better farmers/plant gatherers/food industry workers than other dwarfs? If not, then could they be?
Good idea. I thought about specializing castes even more as a next step, so I will start with moss guys as farmers and stone guys as miners/masons/architectors. I think about adding another caste which is immune to drowning and make them expert fishermen. It's not useful per se, but it should save some people when a fortress is flooded.
Steel Dwarfs are like, supposed to be perfect...right? Or, you know, just really epic as a rule. However, I had a Steel Dwarf who was clumsy, flimsy, and weak and quick to tire (or something close to that), is there some way to make that impossible? Because, I feel like it should be.
No, dwarves will always have random traits (from very weak to very strong). But remember that steel dwarves have very high "stat ranges", so a "minimum strength" for a steel dwarf is still higher than "average" for stone dwarf. So even very clumsy and weak are still better than average.
Ice dwarves don't make sense... <...> because that isn't in the DNA.
Yeah, it's okay because we have no DNA. We have fireballs, undead, dragons and spirits, so I am okay with a "magical affinity" being passed through generations
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